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《.. in the capital have been re-educated. Your experiment at Rena was successful. Out of 5000 women, 4920 terminated unintentional pregnancies within the first month of detection. 95% of the men unconditionally supported their decision. 70% of couples have planned for sterilization without needing suggestions from our priests.》

【Seventy percent. That’s not good enough. We have to accelerate the speed of re-education.】

【Redirect Prayer Energy from.. facility one to facility ten.】

《That’s.. we won’t have enough power to keep the stasis chambers functional. All those deities will die.》

【I know. Do it.】

【.. I tried to reason with them. Tried to re-educate them. Some extremists are better off dead.】

《..Yeah. I guess its better this way.》

[Stasis chambers primary power reserved deactivated.
Secondary power reserves deactivated.
Auxiliary power reserves deactivated.]


”A skirmish is a turn-based multiplayer strategy game. Rules vary, but typically each player creates a unit/character as prescribed by the QM, and works together with their team to defeat an opposing force or accomplish a shared goal.”
—Fae Smelter

For this skirmish, only four players can join. I recommend using trips if your ID changes frequently.

Ex: Name##Password


You will be playing as an incel from the 21st century that was reincarnated into a deity but eventually got imprisoned in a re-education camp by three deities who took over the last remaining religion, ‘The Right Arm’, to shape Emberyolk, the world they are in, as they see fit.
Main objective(s)
The following are merely guidelines — your actions will determine what will or won’t happen

Destroy the facility
The three major deities all have a portion of a key that will shutdown the facility.
【Tawan】 frequents Facility One HQ
「Simon」frequents Prayer Energy Storage
《Lily》 frequents Training Center

Escape the facility
Reroute the power from the Prayer Energy Storage to the Re-education camp.

Discover the organization’s secret
Their grasp on Emberyolk will be greatly weakened if this secret is discovered….
>>
This is the character sheet

This is the link for a shortened version of the rulebook, which will focus on combat

https://docs.google.com/document/d/11a10apQog35JXDJSDy7tCGxF6dLV6gOiS8cyCFVNVV0/edit


Before we begin, you need to [b]choose what the quest will focus on[/b]

>Combat focus
Taking calculated risks and coordination will keep the deities alive.

>Story focus
By understanding the motives behind the actions of the major deities, they could avoid combat.

>Exploration focus
Keen observation and good judgement will allow the deities to bypass obstacles.
>>
File: Skirm 3.1.pdf (5.35 MB, PDF)
5.35 MB
5.35 MB PDF
The full rulebook

Also shoutout to Riven for posting this thread
>>
[The game will start when 4 players join or 18 hours have passed]
>>
>>5539844
>Story Focus

>Stat Points: +1 Initiative (2), +2 Dodge (3), +2 Hit (1)

Name: Jeremiah
Incel Type: Purplepilled
Body Type: Strong
Proficiency: Polearm

Rank: 3
Initiative: 2
HP: 20
Dodge: 6
Hit: 2
Crit Chance: 0

Items:
>>
>>5539838
fyi the facility map will be given at the start of the game

Also if there’s not enough players I’ll probably let the players control NPCs

>>5540239
Noted.
>>
>>5539844
>Combat Focused

I don't have any hard preference, I just want to see these mechanics in action. Looks fairly smooth.

>Name: Owen
>Incel Type: Redpilled
>Body Type: Weak
>Proficiency: Gunman
>Rank: 4
>Initiative: +1(0 stat points)
>HP: 10(0 stat points)
>Dodge: +4(2 stat points)
>Hit: +6(3 stat points)
>Crit Chance: +5(5 stat points)
>Items: None

Operation autistic deity-focused Dark Dungeon is a go. I went for a slightly slippery sniper build.

>>5539844
We might need a bit more time for any lurkers.
>>
>>5540549
That should be Body Type: Frail, not Weak. My bad.
>>
>>5540549
Noted.

I’ll give them a few more hours then
>>
This is getting a bit too long now.
3-4 more hours and I’ll start.
>>
>>5539838
>Combat Focused

Darkest Dungeon combat is pretty fun, but I'd be fine with doing anything else

>Name: Cephei
>Incel Type: Redpilled
>Body Type: Frail
>Proficiency: Gunman
>Rank: 3
>Initiative: +2 (1 stat point)
>HP: 10
>Dodge: +2 ( 0 stat points)
>Hit: +6(3 stat points)
>Crit Chance: +6 (6 stat points)
>Items: None
Gotta build up for big damage
>>
>>5541089
Awesome!

But rank 3 is taken by >>5540239

and rank 4 is taken by >>5540549

If its okay with you, Jeremiah, I’ll move you to rank 2 because the gunmen’s preferred positions are rank 3-4 while spearmen’s are rank 2-3
>>
>>5541107
yeah, probably for the best
>>
>>5541089
I recommend using a trip

Example:
>>
>>5540549
>>5540239
>>5541089
*Note: For a would be player who missed the window of character creation, reply to this >>5539844 — I’ll try to incorporate your character into the party

[Safety interlocks disengaged]

The coldness jolts JEREMIAH, OWEN and CEPHEI awake.

Each of them are confined in a glass cylinder. Dark grey steel straps prevent their limbs from moving. With each passing second, they become colder, and the sigils on them are getting brighter.

The bright lights in these dark halls illuminate the space around them — endless rows of glass cylinders, containing deities which have been completely encased in ice.

…. their memories are slowly coming back.

they lived unfulfilling lives.
died and reincarnated in Emberyolk.
took their sides on groups they believed in. THE RIGHT ARM [of the free world] was supposed to be a religion that will set them free. set everyone free. they have lived in the shadows of females long enough.

‘Ember from ash’

Jeremiah’s fingers flicker, summoning a translucent orange linstock. The warm pole’s spike pierces the glass and cracks it.

With a few more thrusts, he is able to break apart the glass and leave his confinement.

The bright embers of the slow match around the linstock lingers in the air.
>>
>>5541383
’Raped and die’
’Rot and die’

Echoes of their previous battles still fester in the minds of the two gunmen.

Owen summons a matchlock pistol, a mostly horizontal gun filled with engravings of the tokugawa mon and dragons. A single shot from the cannon like barrel was enough to shatter the glass and free him.

A wheellock pistol is formed from Cephei’s trembling hand. The pyrite is telepathically moved into position as he points the gun against the glass. The wheel briefly spins and sparks from the pyrite is generated.

From the cloud of white smoke, the two gunmen escape their confines and notice Jeremiah, another deity they vaguely remember seeing.

Jeremiah is looking at a workbench nearby empty prayer energy canisters. Completely drained of the glowing emerald liquid, they won’t be able to gain strength or heal themselves from it.

On the table is a map of the re-education facility.

While they cannot remember much, the lack of sunlight, the dark grey engraved steel, and the number of re-education facility allow them to determine that they are in Glaircrag — a mountainous country that mostly has reptilian humanoids with stonelike skin.

To deal with their cold blooded nature, they use Thermal Stones — dark grey stones found underground which can absorb or release heat. They are the workhorse of their economy and civilization.
>>
>>5541385
Right now, they’re in a country that mainly follows The Right Arm, or rather, the twisted version that the betrayers have molded.

They need to leave the Stasis Chambers. The security units will arrive soon.

If weaponry and magic items are what they want, moving to ‘Exoskeleton Repair and Maintenance’ would be the shortest route to ‘Armory’ and ‘Magic Wielders Lab’. However, they would have to contend with heavily armed automatons and exoskeleton using followers.
>>
>>5541385
If regaining their old strength (increasing stats) is what they want, they could move to the ‘Re-Education Center’ and head through ‘Training Center’ to get to ‘Prayer Energy Storage’.

>Move to Exoskeleton Maintenance
>Move to Re-Education center
>>
>>5539840
Map of Re-Education Facility
>>
>>5541389
>Move to Re-Education center
>>
>>5539840
>>5540282
Late but will this still be allowed
Not much choice then:
>Combat focused
Though I wanted story :(
>>5541389
>Move to Re-Education center


Name: Clausewitz
Incel Type: Blackpill
Body Type: Strong
Proficiency: Magic Wielder
Rank: 1
Initiative:
HP: 20
Dodge: 2 (+1)
Hit: 10 (+5)
Crit: 0
Items:
>>
>>5541486
yeah sure
>>
>>5541486
>Though I wanted story :(
I mean, since its a 50 / 50 split between combat focused and story focused, both could happen

options will be given and depending on what you do or have, it can either result in combat or not
>>
>>5541490

:)) Thank you
>>
Gotta sleep now.
I’ll be checking the votes tomorrow.

If its a tie then the last person to vote roll a 1d2

1 = re education center
2 = exoskeleton repair

Here’s a doodle of the characters bye
>>
>>5541477
>>5541486
re education

waiting for 2 more hours until voting closes
>>
>>5541389
Reeducation Center sounds like a good idea to me, better to rely on our own power than hope to get lucky with the Armory.
>>
>>5542261
>>5542400
Still writing…

Almost done. Expect it in a few hours
>>
>>5542490
They want to leave the dark corridors of the stasis chambers and get to the re-education center.

They begin to run.

The chill of the cold air is lessened.
The walls leave their sight quicker as they continue running.
Strong gusts of wind ripple across the building as the three escape.

In a few minutes, they managed to find an exit.

Even as minor deities, they still possess swiftness that few can match.

Leaving the stasis chambers, they are faced with constant darkness, with only the bright lights of the buildings acting as guidance on their position.

Rather than infiltrate the fortress like Exoskeleton Repair & Maintenance facility, they set their sights on the re-education center — a tall structure, taller than their eyes could even see, and embroidered with countless sigils.

The diamond shaped eye still feels unnerving even as the deities lurk in the darkness, trying to look for a method to get inside the tower.

..

….
wrrrrr
whrrrrr
WHHRRRR

WRRRRRRGGGGGGGGGGG

The sound of metal scraping against metal emanates from the west.

Turning to the right, they see a stream of something rapidly moving in the darkness. Taking a closer look, they are several railways. The dozens of wide containers resembles a black flood while in movement.

Now that they’re stopped, silhouettes of large carts, huge exoskeletons and Glairborn — humanoid reptilian beings with stone skin, have begun unloading the shipment and distributing it.

These shipments appear to be mostly material items — books, furniture, food, water, medical supplies and spices.

While most carts are packed with inanimate boxes and creates, one of the shipment boxes seem to be moving…

As the hoards of exoskeletons push their carts towards the re-education center, the wide metallic doors open.

One by one, they are checked and let through.

However, one cart is transporting someone bound in the same type of restraints the deities have faced in the stasis chambers.

Due to the extensive bindings on his limbs, he is likely someone who can summon weapons without needing external sources of power — definitely some kind of deity or divine being.

Rather than going in immediately after presenting their documents, the exoskeletons and some kind of officer remain outside of the center’s doors.

They seem to be talking.

Before they decide to do anything, the three deities decide to eavesdrop on them. They press their ears against the ground and listen….


'.. not that lucky.'
'yes. our Deconstructor is in mage labs right now but we don’t need that to break you.'
'besides, Overseer Lily and her units are nearly done cleaning that mess up.'

Whatever.

'fifty minutes in the cesspit and you won’t have the strength to resist our mages’ questioning.'



'last chance.'
'the slug launcher. we know we’re missing one. how about you tell us where it is at and i’ll order the men to not throw you in the shitter.'

How about go you kill yourself.

'…'
'fine.'
>>
>>5542629

It is not looking good for CLAUSEWITZ.


Right before the exoskeletons push him through into the re-education center, there’s a few moments where the men are distracted.

OWEN and CEPHEI could summon a demi culverin and take out one exoskeleton. They’ll have to contend with two more, and that Glairborn officer, but it will be the fastest, and this distraction will allow CLAUSEWITZ to assist them in fighting right away.

The three deities could try a stealthier approach — by summoning slow matches and black powder, they could cause distractions that will allow them to close the distance and save another deity. They’ll be gone before the exoskeletons know it IF they time it well. Otherwise, they’ll have to fight three exoskeletons and an officer.

But then again, they are deities. Minor ones, but deities nonetheless. They could summon multiple weapons and pretend that they’re a much larger force than they really are. lThey’ll have to pick their words carefully…

They decide to save Clausewitz by..

>Summon and fire demi culverin [Enter combat w/four players ready and 1 enemy dead]

>Distract the exoskeletons and officer [Jeremiah, Owen, Cephei roll a 1d10. If total number is >7, it is successful. If not, enter combat]

>>Intimidate [Choose one option — one of them is a guaranteed success, one gives a +3 to a 1d10 talk roll, one gives no bonuses]

Don’t move. Hand him over…
>We’ve taken all the employees in the Stasis Chambers captive. Don’t test me.
>We have planted explosives all around the center. If any of us gets hurt, everyone dies.
>All the deities in the Stasis Chambers are with us. Move and fifty culverins will blow this place sky high.
>>
>>5542631
>Distract the exoskeletons and officer [Jeremiah, Owen, Cephei roll a 1d10. If total number is >7, it is successful. If not, enter combat]
>>
>>5542631
I'll back Jeremiah on this. We need to conserve resources and enter combat only when necessary.
>>
Rolled 8 (1d10)

>>5542682
It's also the likeliest option to succeed, by my measure.
>>
Rolled 2 (1d10)

>>5542665
Let's do it
>>
>>5542631

I messed up the math
The stealth option was supposed to be 1d5 per person and >7 overall total number as DC

Since 3 people rolling 1d5 means that >7 is around half of 15

My bad.

For this once I’ll allow it since I messed up
>>
Rolled 3 (1d10)

>>
almost done writing
>>
>>5542829
>>5542850
>>5543282
Jeremiah and Owen form trails of black powder that leads to several large mounds in multiple directions. Jeremiah will use the linstock’s slow match to ignite the trails while the two other deities rush in and secure the prisoner.

‘alright. thats enough’
‘get him in.’

Sparks are generated.
A faint crackling noise can be heard.

Dust is kicked up in the air as the deities sprint towards the prisoner.

Amidst the darkness and dust, several flashes and bangs go out all around the re-education center.

Clausewitz is snatched up by Cephei, being carried on his shoulder. The speed of their movements have brought a storm of dust into the re-education center, obscuring their actions but made the center’s staff members close the main doors down.

They could probably run outside of it again, but they’ll be hunted down by those exoskeletons once they realize their prisoner is gone — its probably better to go through this building rather than escaping a manhunt without any cover.

The center is structured similarly to an panopticon — possessing a large central tower inside the building which can observe all sides without the prisoners able to tell how many security guards are inside it.

Seeing the main door is about to close, Jeremiah also sprints and slides into the re-education center while the dust is still in the air.

..
Once the dust has settled, the three deities found themselves a few floors above ground, hiding in an empty classroom. The oils from the nearly used up lamps inside the classroom allowed Clausewitz to escape his bindings.

They learned that he was a MAGIC WIELDER, a minor deity that was placed in the armory to fix a malfunctioning constructor — a machine that uses prayer energy to create objects. He managed to get a hold of a slug launcher, an experimental firearm that uses thermal stones to heat up steel slugs capable of perforating exoskeletons and vehicles, and broke out of the Magic Wielder Labs, but got caught on his way to the facility HQ. The slug launcher schematics is still inside the armory.

The re-education center is currently undergoing a lockdown. Automatons make up the bulk of the patrol, with a few reptilian officers leading them. Most of the security personnel seem to be wearing some kind of dark skintight clothing that could regulate temperature.
>>
>>5543396
Getting through the main doors now won’t be possible right now.

While the deities don’t know the layout fully, Clausewitz vaguely remembers a few locations inside the re-education center when he passed through here while on his way to the armory.

Right now, they’re on floor 5. The lower the floor, the more security they’ll have to deal with.

There’s a shower on floor 9. If they could reach it, Clausewitz could manipulate the water there to cut through the walls and escape. Exoskeleton units are too large to fit inside them, they’ll only have to deal with a few unarmored reptilians. Stealth won’t be possible due to the noise of water cutting. They’ll need to threaten or kill them before they could alert others. The deities can climb down just fine.

There’s a canteen on floor 6, which has a small scale constructor on it. If they can deal with the security forces that are transporting the prayer energy storage tanks out of the canteen, they’ll be able to use it to create a vehicle and tool that could let them escape. Using the constructor will alert the security. They’ll have to be quick.

There’s a thermal regulator on floor 2. If they could tamper with it, they can turn this place freezing cold — neutralizing the reptilians, or they could turn it into a oven — melting the mech units and disabling automatons. Either way, they’ll be able to leave through the front door. They won’t have enough firepower to deal with everyone. Stealth and deception will be paramount to success.

The escape plan is…

>water cutting
>access small scale constructor
>sabotage the thermal regulator
>>
>>5543397
>water cutting
The higher floor should have the lowest security, and it looks like we'll probably be fighting someone no matter what we do unless we roll well. I don't like the idea of alerting security or dealing with floor 2 security.
>>
>>5543397
>water cutting
The less we deal with patrols the better. We'll have to get good and get rid of the unamored repitlians, but at least they are unarmoired. Thus. Not ready.
Fight where you are strong, hide where you are weak.
>>
Gonna sleep.
I’ll check back on this vote in ~8 hours. If no more votes then I’ll be writing the water cutter option.
>>
>>5543397
>water cutting
We'll only have one chance to escape, we can't overcomplicate this.
>>
>>5543476
>>5543764
>>5543803
Still Writing dont worry
>>
>>5544540

The shower is on floor 9, above the canteen and classrooms.

As they dash from one shadowy cover to the next, they notice a few books and posters scattered around the place. Although the colors are fading and minor cuts are on the edges, they’re still well maintained.

..

Even within their perversion of The Right Arm, some old teachings remain.

Individual betterment, weapons ownership, and self reliance are still there.

.. but they have changed a lot of things.

Although The Right Arm that they knew does support the viewpoint of being happy without needing children, this new version of the religion seem to really push this narrative a lot more heavily — it does make some sense, considering that expanding the cities, especially underground, is costly.

Still, this new direction has brought some drastic changes.

The ‘students’ of these facilities are taught that their children, unborn or not, are expendable, especially if genetic defects are detected.

This emphasis also drastically changes how abortion is approached — it is now freely accessible, regardless of reason. At least they permanently sterilize females that have them too often.

One aspect was gladly kept was justification of violence — a female, elderly, or child that tries to escalate a situation through petty violence, such as slaps, or arm punches, will face retaliation.

..


They’ve reached the ninth floor now.

Coldness seeps from the dull grey stairs as they ascend the steps.

Just ahead of them is a large shower that encompasses half of the floor, and possessing two entrances at each edge. One for female students, and another for males.

In front of the entrances are four Glairborn security guards — armed with sideswords, pistols and lanterns that warm them due to the thermal stones used in their construction.

Rather than a traditional bullet and gunpowder, these firearms will send superheated slugs instead. While not powerful to pierce most kinds of armor, they are relatively quiet — firing them won’t cause that much noise.


..
After watching them for a few minutes, the deities have picked up on their patrol pattern — two guards constantly in front of the two entrances, and two others patrolling around the entire floor.
>>
>>5544622
..


"Hey, you’ve been in the mess hall of Mage labs yet?"

'Not really.'

"You gotta go try it. Those guys have this huge block of fish. Just a block of fish meat. Mess hall is at the back of the building. Far left. Just next to the stairs."

'That’s pretty cool.'

"I also got the chance to visit the underground floors. Those LAZULITE guys need help carrying something and asked for my help. They were trying to modify the fishes to obey their command with sigils or something. Had this huge fish tank."

"Pretty creepy shit. I swear they can even hear my thoughts through the glass."

'… uhh. My lantern’s almost out. How many discs do we have in the shower again?'

"Fifteen."
"Go."
"Be quick."

Only three reptilians will be watching this floor right now. Going up the stairs means they’ll definitely be detected, so…

>>Go lethal
>Take out the reptilian watching the entrance
>Rush the unguarded entrance — take out the reptilian inside the shower
Being inside the shower means they’ll be more susceptible to gunfire, but their lanterns will be effective


>>Non lethal
>Rush the unguarded entrance — take the one reptilian hostage
>Intimidate (Each person a 1d10 — DC is 20)
>>
Fixed ver.
>>
>>5544624
>Rush the unguarded entrance — take out the reptilian inside the shower
We have two gunners. The lanterns might be spooky but I don't think they can match our culverins.
>>
>>5544624
>Rush the unguarded entrance — take out the reptilian inside the shower
Don’t know how relevant lanterns are to combat, but we should have a firearm advantage
>>
>>5544624
>Rush the unguarded entrance — take out the reptilian inside the shower
>>
>>5544624
>Rush the unguarded entrance — take out the reptilian inside the shower

Give him the Ouh-Hah
>>
>>5544770
>>5544892
>>5544909
>>5545104
The deities materialize their pistols, polearm, and sword in hand before rushing the shower.

Their acceleration cracks the stairs and the floor of the shower. The pale blue tiles shattering alerts the one reptilian in the shower, but its too late..

Clausewitz delivers multiple consecutive cuts to the head, stunning the Glairborn.

Jeremiah hooks the neck of the reptilian with his billhook polearm and pushes him down.

Blood is splattered on the ground as his body slides across the floor.

One down.

Three left.

[All characters roll a 1d10 initiative]

(Jeremiah +2)
(Owen +1)
(Cephei +2)
>>
Rolled 5, 10, 7 = 22 (3d10)

Unarmored Glairborn security

15 HP
1 Initiative
4 Hit
5 Crit

1st = 1st guard (rank 2)
2nd = 2nd guard (rank 3)
3rd = 3rd guard (rank 4)
>>
Rolled 2 + 2 (1d10 + 2)

>>5545299
>>
Rolled 5 (1d10)

>>5545299
>>
Rolled 5 (1d10)

>>5545299
>>
Rolled 9 (1d10)

I’ve waited long enough.

Rolling for Owen.
>>
>>5545844
Turn order
>>
Rolled 16 + 4 (1d20 + 4)

>>5545867

The rank 3 guard adjusts his lantern to only have a small slit visible before cranking up the strength of the thermal stones, creating a concentrated beam that will blind someone instantly if they get hit.

He decides to direct this concentrated beam towards Jeremiah.

[single target — no dmg — 100% stun]

Hit roll
(+4 bonus)

Deflecting (rolling with hit) will not prevent stun. Counterattack (both sides rolling with crit chance) is possible, but if Jeremiah fails, he’ll get stunned for 2 turns. Success means the reptilian gets stunned instead.
>>
FYI: Natural crits have no effects in this case since this attack doesn’t deal any dmg
>>
>>5545875
Is this a prompt?
>>
>>5545887
Also just realized that Dodge probably means enemies need to roll lower than the dodge stat for it to work. I spent all but one point into dodge thinking it would be a bonus to prevent getting hit, but seeing that what is probably the weakest enemy we will face has +4 hit… I will literally only dodge when they roll a 1. Wow I feel really tanky right now.
>>
>>5545867
Minor correction:

Rank 1 — Clausewitz
Rank 2 — Jeremiah
Rank 3 — Cephei
Rank 4 — Owen

I misremembered and drew Cephei in rank 4 and Owen in rank 3 my bad
>>
>>5545895
>deflect
I would appreciate it being more clear in the future, there isn’t much explicit indication that you are expecting player input. Maybe have options for >deflect or >counterattack
>>
>>5545890
>seeing that what is probably the weakest enemy we will face has +4 hit

Not necessarily
Although you were right about going all in on dodge stat, the unarmored guards have high hit + crit but very low HP over all. Their movesets centers around stun and dmg.

A player character with high initiative can kill them before they act, a PC with high crit can likely win a counterattack, a PC with high HP (like yours, can shrug off a hit or two)

In this case, the reptilian guard got really lucky and got a 16+4 roll so youre kinda screwed
>>
>>5545899
Alright I’ll do that moving forward.

Something like this..?

>deflect (d20+hit — stops attack but not status effect)
>counterattack (both roll d20+crit — double dmg & status effect if fail, attacker takes own dmg & status effect if won)
>do nothing
>>
>>5545902
>Not necessarily
These are the first enemies we are facing after taking a route described to have fewer enemies and then going to the floor described to have the least resistance. Excuse me for thinking this would mean the other enemies are stronger.

If basic enemies like these completely invalidate my stat I went all in on, I don’t have high hopes for my usefulness going forward unless we get an opportunity to spend tons of more stat points.
>>
>>5545905
That would be great
>>
>>5545908
You’ll get the chance to change stat points if you reach one of the overseer’s buildings — training center / facility HQ / Prayer energy storage

Normally I would try to make the early enemies, especially ones in paths with least resistance easier, but it’s already been ~5 days before our first encounter. I don’t think we have enough time in the thread for that.
>>
>>5545902
>very low hp
>1.5x as much as ¾ of our party
This is going to go well
>>
>>5545916
Choose a defensive option please
>>
>>5545917
>>5545899
>>
>>5545918
>deflect
requires a d20+hit roll from the defender

You have +2 hit
>>
>>5545918
To be clear, I am referencing my past post to show that by writing
>deflect
I chose deflect as my defensive option
>>
deflect is a lot more useful for AoE status effects — you’ll take the buildup but others won’t if you successfully deflect
>>
Rolled 3 + 2 (1d20 + 2)

>>5545921
Not sure why it matters because it’s the same result if the deflect succeeds or fails but ok
>>
20 vs 5

The blinding beam strike Jeremiah in eyes, dazing him.

[Jeremiah’s defensive actions are disabled until his turn is skipped]

[It’s Owen’s turn now]
>>
>>5545905
*misspoke

Its d20+initiative
>>
>>5545867
>>5545928
I use Fire Arquebus on the Rank 4 Guard. The Rank 2 Guard is already vulnerable and Rank 3 Guard is too tough to be sure of a one-hit kill.

Sorry I was late, it's my day off of work and I accidentally slept in
>>
Rolled 3 + 6 (1d20 + 6)

>>5546216
Forgot to roll, that's to-hit + the bonus, right?
>>
Rolled 3 + 1 (1d20 + 1)

>>5546220
Yeah thats correct hit roll is d20+hit

The rank 4 guard attempts to counterattack

[Owen and Rank 4 guard roll d20+initiative stat]

(Guard +1)
(Owen +1)
>>
Rolled 5 + 1 (1d20 + 1)

>>5546379
Here we go
>>
>>5546479
4 v 6

The guard attempts to draw his pistol and fire at Owen before he could fire the arquebus.

In a state of panic, he fumbles and the pistol is stuck on the holster.

Owen gets a shot off.

[Owen roll a 6d5 dmg dice]
>>
Rolled 2, 3, 2, 2, 3, 1 = 13 (6d5)

>>5546488
rolling for Owen's dmg on his behalf
>>
Rolled 15 + 4 (1d20 + 4)

>>5546574
Rank 4 guard 2/15 HP

The slowmatch strikes the pan..

the turquoise ball flies through to air like a shooting star, striking the reptilian guard in the eye.

He stumble back and clutches his head as blood begins to seep down his black clothes.

The lantern scrapes against the floor.

[rank 4 guard's turn]

He is able to finally draw his pistol and aims it at Cephei, trying to injure another gunman before he gets a shot off as well.

[single target - 2d4 dmg - 75% burn]

Cephei's defensive options are..
>deflect (d20+hit — stops attack but not status effect)
>counterattack (both roll d20+crit — double dmg & status effect if fail, attacker takes own dmg & status effect if won)
>do nothing
>>
>>5546592
correction:
>deflect (d20+hit — stops attack if it is AoE and dmg but not status effect)
>counterattack (both roll d20+initative — double dmg & status effect if fail, attacker takes own dmg & status effect if won)
>dodge [dodge stat must be higher than attack roll]
>>
>>5545308
Please respond to
>>5546601
>>
>>5546601
dodge
>>
>>5547519
Your dodge isnt high enough (2)
Attack is (15+4 -> 19)

>deflect
>counterattack
>>
Rolled 1 + 2 (1d20 + 2)

>>5547523
counterattack
>>
Rolled 19 + 1 (1d20 + 1)

>>5547546
Rank 4 guard’s counterattack roll
>>
Rolled 3, 3, 3, 2 = 11 (4d4)

>>5547546
>>5547551

3 vs 20

Cephei materializes a matchlock arquebus, trying to shoot him down before he gets a shot off, but the smoke produced by the earlier shot has obscured the silhouette of the guard, causing him to miss.

As the bullet strikes against the wall, the Glairborn guard detects the flash produced and fires into the smoke.

[Counterattack failed — take double dmg & status buildup]

[2d4 & 75% burn » 4d4 & 150% burn]

[1 burn = 50% reduced dodge — Cephei now has 1 dodge]
>>
>>5547556
[Cephei 0/10 HP]

The shot perforates his throat, causing his dark metallic blood to pour out on the floor. Cephei falls to the ground soon after.

[Cephei is downed]
[Downed PCs will not be targeted by enemies, but will skip their turn if they are not resurrected]
he can «Stay Down» and wait for Clausewitz to resurrect him with Reconstruct, or, «Push On» on his turn, bringing himselfback to combat with 1 HP but if he dies again, it will be permanent

It’s Jeremiah’s turn.

Current enemy HP
Rank 2 guard 15/15 HP
Rank 3 guard 15/15 HP
Rank 4 guard 2/15 HP

Their sideswords deal more damage than pistols
>>
Rolled 20 + 4 (1d20 + 4)

>>5547566
Forgot that he is stunned*

[Jeremiah’s turn is skipped — stun resistance is 200% for 1 turn]

Rank 2 guard shifts his finger into the ring guard and shifts his feet.

His calf flexes and he lunges forward, the tip of his sidesword lunging towards Clausewitz

[single target — 2d6 dmg]

>>5545597
Clausewitz’ defensive actions are..
>deflect (d20+hit — stops attack if it is AoE and dmg but not status effect)
>counterattack (both roll d20+initative — double dmg & status effect if fail, attacker takes own dmg & status effect if won)
>dodge [dodge stat must be higher than attack roll — clausewitz’s is 2]
>>
That’s a lot of high rolls
>>
File: Pepesurprised.png (114 KB, 600x391)
114 KB
114 KB PNG
Rolled 19 + 10 (1d20 + 10)

>>5547609
>Deflect
Idk about this one chief. Were getting fucked on hard
>>
>>5548135
>>
>>5548135
24 vs 29
The Glairborn’s shadow cover Clausewitz’ body as the blade of the sidesword moves toward to his neck.

Summoning a saber to his hand, Clausewitz thrusts into the sidesword, displacing it slightly to the right as he steps to the left.

Once the thrust is displaced, the Glairborn guard’s neck and head is left open, but before he could take advantage of it, the reptilian dodge back while keeping his head out of reach.

[It’s Clausewitz’s turn]
>>
>>5548151
Forgot the trip

Current enemy HP
Rank 2 guard 15/15 HP [sword]
Rank 3 guard 15/15 HP [lantern]
Rank 4 guard 2/15 HP [pistol]
>>
Rolled 2 (1d4)

>>5547546
>>5547566
>>5548151
>Reconstruct Cephei, 1d4 determines effectiveness
"Up and at 'em!"
>>
>>5548176
>>5547566
[Cephei 3/10 HP]

Clausewitz's hand emits a bright scarlet color...

The bloodied skin and torn muscles reconstruct themselves, sealing themselves shut. Chunks of bone and fat are quickly formed, stabilizing his neck. The wound still hurts, but he'll be able to fight again.


[It's Cephei's turn]
>>
>>5547609
>>5548135

Gotta sleep
Heres a drawing of that lol

Pretty damn awesome
>>
Rolled 2 + 6 (1d20 + 6)

>>5548184
Fire Arquebus at guard 4
>>
Rolled 9 + 4 (1d20 + 4)

>>5548610
Rank 4 guard attempts to deflect
>>
Rolled 3 + 4 (1d20 + 4)

>>5548610
>>5548791

8 vs 13

Cephei shoulders his arquebus and fires through the increasingly thick smoke.

Another shooting star pierces through the mist but is deflected by the guard holding the lantern up, blocking his face as he kneels down.

The round ricochets off the lantern and strikes the stone wall behind him.

[Rank 3 guard’s turn]

In retaliation, the rank 3 guard adjusts his lantern, increasing the size of the silt before powering it up again.

Rather than a small, concentrated beam, it is now a larger, more reminiscent of a high powered flashlight rather than a sun’s beam.

He targets Owen and Cephei, the two people firing at them.

[two targets — no dmg — 75% stun]

Cephei & Owen’s defensive actions are..

>deflect (d20+hit — stops attack if it is AoE and dmg but not status effect)
>counterattack (both roll d20+initative — double dmg & status effect if fail, attacker takes own dmg & status effect if won)
>dodge [dodge stat must be higher than attack roll — irrelevant as Owen has 4 while Cephei has 2]
>>
*Choosing to deflect means you’ll take the status effect but not the other person if you successfully deflect
>>
Rolled 7 + 6 (1d20 + 6)

>>5548857
Deflect
>>
Rolled 11 + 6 (1d20 + 6)

>>5548857
Deflect that shit
>>
>>5548877
7 vs 13 & 17

[Since Cephei is in rank 3, he deflects it first]

As soon as the lantern emits a bright glow again, Cephei pours some black powder out of his flask and tosses it at the reptilian, causing him to flinch and move his lantern offline, the beam avoiding Owen completely.

The brief glimpse of the lantern does make Cephei squint his eyes somewhat, but he likely won’t be blinded unless he gets hit with another beam right after this.

[Cephei 75%/100% Stun]

[It’s Owen’s turn]

Note: Since both Owen and Cephei fired their arquebus, they’ll need to reload (Load Shot) before firing again

They can still summon a demi culverin
>>
>>5548947
To hell with it.
>Summon Cannon
Cephei, my brother in arms, you can fire our cannon at-will.
>>
>>5548986
Or load it, and then I fire it, or however that goes. I feel like it would be most efficient if we rotated cannons and used the arquebus for opportunistic snapshots.
>>
>>5548988
>>5548986

Once loaded, any gunman can fire it.

Owen summons a medium sized cannon. The ground quakes as the wheels hit the floor, pointed at the three guards.

Once loaded, it’ll be ready to fire. While normally used in sieges, using it against personnel is possible — all three guards will be cut down if the aim is true.

[Rank 4 guard’s turn]
The guard decided to reload as he already fired a round from the thermal enhanced pistol.

[Jeremiah’s turn]
>>
>>5548992
>Pike Formation on friendly Rank 3
>>
Rolled 15 + 4 (1d20 + 4)

>>5549122
Jeremiah materializes dozens of pikes that float above the recently resurrected Cephei. The countless wooden shafts cover him up, preventing any attempts of using projectiles, although not for long.

[Cephei is immune to projectile attacks for 1 turn]

[Rank 2 guard's turn]

Seeing that his lunge is deflected by Clausewitz, the reptilian turns his attention to Jeremiah, shifting his weight forward as he performs a lunge, trying to thrust at his chest.

Jeremiah's defense are...
>deflect (d20+hit — stops attack if it is AoE and dmg but not status effect)
>counterattack (both roll d20+initative — double dmg & status effect if fail, attacker takes own dmg & status effect if won)
>dodge [dodge stat must be higher than attack roll — he has 6]
>>
Lunge
[single target — 2d6 dmg]
>>
Rolled 10 (1d20)

>>5549156
>deflect (d20+hit — stops attack if it is AoE and dmg but not status effect)
>>
Rolled 4, 1 = 5 (2d6)

>>5549156
>>5549512
19 vs 12

Jeremiah tries to smack the sidesword down with his pike, but the reptilian strikes his wrist with the swept hilt, causing him to briefly lose his grip on the pike, opening him up to a thrust to the armpit.

[Clausewitz’s turn]
>>
Health

Clausewitz 20/20 HP
Jeremiah 15/20 HP
Cephei 3/10 HP
Owen 10/10 HP

Rank 2 guard 15/15 HP
Rank 3 guard 15/15 HP
Rank 4 guard 2/15 HP
>>
Rolled 8 + 10 (1d20 + 10)

>>5549522
>Use Quicksilver Wave on Rank 4 Guard
"Queckselber Welle!"
>>
Rolled 11 + 1 (1d20 + 1)

>>5549569

Seeing the flood of silvery liquid forming, the rank 4 guard attempts to counterattack by grabbing Clausewitz before he could fully direct the stream at him.

[Counterattack — both attacker and defender roll a d20+initiative]
>>
Rolled 14 (1d20)

>>5549584
>>
>>5549584
>>5549613
12 vs 14

The reptilian’s claws manage to grasp the brim of Clausewitz’s hat, dragging his head with it.

Clausewitz retaliates with a kick to the shins, forcing the guard to fall and let go of his hat.

As he is about to stand up, Clausewitz kicks him in the throat and lowers his left hand, commanding the flood of quicksilver to splash against the already bloodied reptilian and wash him away from his feet.

The silvery flood pushes the half blind reptilian across the shower floor, staining it with blood and silver.

His erratic breath and shaking limbs are a clear indication of the quicksilver curse burning his body from the inside. He’ll be dead before he could do anything again.

[Clausewitz’s turn]
>>
Rank 4 guard takes 200% quicksilver curse [reduces 40% of MAX HP by next turn]
>>
>>5549650
(Didn't I just take my turn?)
>>
>>5549657
My bad

Its supposed to be

[Cephei’s turn]
>>
>>5548986
>>5549664

In order to fire cannon, one of the gunners need to load it first

Summon cannon -> load shot -> fire cannon
>>
>>5549664
Load the cannon and hope Owen gets better rolls than I have
>>
Rolled 17 + 4 (1d20 + 4)

>>5550273
Cephei loads the cannon with a large steel ball — Owen can now fire it

[Rank 3 guard’s turn]
Seeing the demi culverin being materialized and loaded, rather than activate his lantern again, he pulls out his pistol and tries to fire the superheated rounds at Cephei.

The countless pikes block his line of sight, making him change his target to Owen instead.

Owen’s defenses are...
>deflect (d20+hit — stops attack if it is AoE and dmg but not status effect)
>counterattack (both roll d20+initative — double dmg & status effect if fail, attacker takes own dmg & status effect if won)
>dodge [dodge stat must be higher than attack roll — he has 4]
>>
>>5548988
after this attack it’ll be your turn btw
>>
Rolled 12 + 6 (1d20 + 6)

>>5550337
This is tough, but I choose to deflect
>>
Rolled 1, 2, 1, 4 = 8 (4d4)

>>5550888
21 vs 18

Owen grabs a handful of black powder and tosses it at the reptilian, hoping to distract him.

The reptilian has seen that trick before, and covers his face with his left arm.

Owen tries to rush forward with his linstock in an attempt to swat away the pistol, but the reptilian brings the gun upwards, making his strike miss and leaving himself vulnerable for a headshot.
>>
>>5551333
Owen 2/10 HP

The superheated slug perforates his ear, shoulder, and torso, causing him to stagger back and bleed a silvery liquid.


But its not a fatal wound.

The cannon just needs someone to ignite it.

[Owne’s turn]
>>
>>5550337
>The countless pikes block his line of sight, making him change his target to Owen instead.
Makes me wonder why I bother using the skill if they just change targets. Guess I'll be a beefier / less effective stun bot instead?
>>
>>5551377
You made Cephei untargettable

If you didnt protect him there and he got shot, he would’ve been downed again since he was 3/10 HP
>>
>>5551377
As a spearman, protecting others with is what you’re supposed to do (most of the time, your attacks can still finish off nearly dead enemies) — you ensure that Clausewitz / Cephei don’t get downed by someone before they can get their combo off

Especially important in Clausewitz’s case because he’s the only source of healing right now (you’ll get healing potions soon, but he’s also the only person that could use quicksilver curse and reliably stun)
>>
>>5551391
>>5551399
I mean, I only "protect" in the sense that I prevent one person that is low hp from being targeted. I can't tank damage, and if they were going for someone else anyways, it's a useless move. Clausewitz doesn't have a combo, and Cephei has redundancy in the other gunner that is fully targetable even if I guard Cephei. The only time I would really protect anyone is if they are almost dead, and even then it's just spending my full turn to redistribute their damage, not even prevent it. Action economy wise, it's far more effective to just spam the 50% stun buildup that probably won't even work because enemies have higher hit and at least equal initiative to deflect or counter. At least Wielder can sort of mitigate damage by healing, Spearman doesn't seem like he actually accomplishes anything other than keeping people from death's door at the cost of the party's HP.
>>
>>5551410
>Action economy wise, it's far more effective to just spam the 50% stun buildup that probably won't even work because enemies have higher hit and at least equal initiative to deflect or counter.

yeah, that move is meant for when the party has 2 spearmen instead of one

you guys will get trinkets that will alleviate that soon

also


Clausewitz 20/20 HP
Jeremiah 15/20 HP
Cephei 3/10 HP
Owen 2/10 HP

Rank 2 guard 15/15 HP
Rank 3 guard 15/15 HP
Rank 4 guard [death due to quicksilver curse]
>>
>>5551410
>Spearman doesn't seem like he actually accomplishes anything other than keeping people from death's door at the cost of the party's HP.
Yeah. I think Ive overtuned the Glairborn

Having high crit rate and hit and 15 HP was a bit much
>>
>>5551425
This might be true, but Spearman would still be weak with weaker enemies.
>>
Rolled 4, 10, 6, 6, 5 = 31 (5d10)

>>5551335
I ignite the cannon! Forsooth and fuck you, guards!
>>
Rolled 6 + 6 (1d20 + 6)

>>5551627
you forgot the hit roll

I guess might as well roll it for you
>>
Rolled 3 + 1 (1d20 + 1)

>>5551630

wow thats pretty shitty luck

The slowmatch ignites the poweder in touchhole, firing the steel shot at the two remaining guards.

The rank 2 guard, being the closest to the cannon, attempts to counterattack by rushing Owen with his sidesword

[Owen and rank2 guard roll d20+initative]
>>
Rolled 13 + 1 (1d20 + 1)

>>5551636
These guards are definitely up to par.
>>
File: regen liquid.jpg (690 KB, 3264x2448)
690 KB
690 KB JPG
>>5551638
14 vs 4

(62 DMG vs both guards)

While trying to propel himself forward, the rank 2 guard slips on the quicksilver covered shower floor, causing both him and the rank 3 to trip.

As they fall over, the steel shot strikes their head, perforating the skulls of both guards and even penetrating the shower walls, before finally lodging itself in the 9th floor's wall. Chunks of fat and blood are scattered across the floor and lockers. The flood of quicksilver has mostly clung to the rank 4 guard's body.

If they were not deities, a cannon going off indoors would've definitely deafened them.

>all four deities healed to 100% HP
With the shower secured, Clausewitz healed the rest of the deities before exploring the rest of the shower in order to find a weak spot.

In the lockers, they come across the thermal stones that those Glairborn were talking about earlier, and much more....

>15 Thermal stones gained
The thermal stones are discs of dark grey material, inscribed with sigils on both sides. Can be used to power devices which uses thermal stones. If activated, it'll be warm enough to cook food.

>4 bottles of regeneration liquid [heals 50% of max HP - can be used during combat]
They find a metal box containing four bottles of liquid produced by magic wielders that can fix their bodies to a previous state. These glass bottles seem to be reinforced with alloys.

While exploring the female shower, they discover a portion of the wall that sounds differently when knocked. Tearing it down reveals a stash of strange trinkets.

>A smoldering feather (doubles total dodge)
Orange feather that constantly emits warmth. Likely plucked from one of Tawan's messenger birds, it still bears his blessing of swiftness.

>A smooth pebble (doubles stun percentage dealt)
Grey pebble that is extremely sturdy. Likely a piece of the training equipment in the training center. Blessed by one of Lily's wielders, it instills strength in those that wield it.

>A pouch of bullets (increases crit chance by 50%)
Pouch containing shiny black bullets. One of the prisoners must've taken it from a marksman.

>A steel ball (+3 initative)
Steel ball engraved with countless sigils that constantly emits coldness. To bear it would mean the person will need to conserve their energy and reduce all unnecessary movements. Likely one of Simon's many discarded trinkets.

(Choose the trinket you want)
>>
*Each person choose the trinket they want

Also, the regen liquid can be used while downed (Each person gets 1 bottle)
>>
I’d really like that dodge bonus so my dodge stat could be relevant, but I don’t think anyone would get any use out of the stun percentage increase except me.
>>
>>5551958
You could take both, assuming the others are okay with it

Technically Clausewitz could make use of that stun as well but it is situational

His 100% stun becomes 200% stun, meaning he could stun enemies that was previously stunned and got 200% stun resistance for a turn
>>
>>5551694
I'll take the Steel Ball as a Trinket. +Initiative would help me go before enemies.
>Take Steel Ball if others are ok with this.
>>
>>5551694
I'll grab the pouch of bullets if Cephei doesn't want them.
>>
>>5551694
I’ll take
>A smooth pebble
and then if Cephei doesn’t want it,
>A smoldering feather
>>
>>5551694
I'd like the bullets
>>
>>5551975
>>5552076
>>5552090
>>5552769
Updated the combat google docs

https://docs.google.com/document/d/11a10apQog35JXDJSDy7tCGxF6dLV6gOiS8cyCFVNVV0/edit

Clausewitz - steel ball
Jeremiah - pebble + feather
Cephei - bullets


After looting the shower stash, Clausewitz begin summoning water to cut through the already damaged walls.

His fingers open up and a faint red glow is emitted from his hand.

Water is dragged from each crevice and opening inside the shower, creating thin tendrils that are as thin as silk.


FTTTTTTTZZZZZZZZ
The sounds of the water impacting the walls eventually gets ignored by the deities after a few minutes.

As the cracks become bigger, Clausewitz is able to rip the chunks of grey walls apart, revealing the infinite darkness of the mountain that the facility resides within.

Within that blackness are countless bright dots — illumination produced by each building.

Since the other reptilians and their armored units haven’t arrived here yet, the deities can think about their next destination for a bit.

The 9th floor overlooks the two rectangular buildings which are dwarfed by one large hexagonal building in between them.

To their left is the training center, a building filled with offduty personnel and frequented by Lily, the Right Arm’s war deity. They’ll find one of the best weapons and vehicles here.

To their right is the Prayer Energy Storage, a building containing prayers that could allow them to be bestowed with some of their powers before they were locked away. Frequented by Simon, one of the most intelligent deities to exist. They’ll find trinkets and experimental items here.

And in front of them is the Facility HQ, a heavily armed fortress that is commanded by Tawan, the deity that started it all. In here, the deeper they go, the darker the secrets they will find.

… they’ve got a long way to go if they want to shut down this facility. They’ll need to steal all the keys from those three deities and go to the HQ to deactivate it.

If they want to just escape everything, maybe disappear off this world, then all they need to do is go to the Prayer Energy Storage and reroute the power to the re-education camp’s teleporters.

Being this high up in the air also allow them to see the railways as well.

There’s a train from the training center to to the facility HQ, another one from HQ to the storage, and another from the storage to the Armory. They could ride on it and blend in with the darkness.

They decide to catch a train to…

>Travel to the Training center
>Travel to the Facility HQ
>Travel to the Prayer Energy Storage
>>
Extra content:

the original symbol adorns Clausewitz’s hand and Jeremiah’s helmet

the Overseers’ symbol adorns the re-education camp’s building
>>
>>5552927
>Travel to the Prayer Energy Storage
The way I see it, we need to go here both to escape and shut down the facility, so it works for both objectives, and it helps restore our powers
>>
>>5552927
>>Travel to the Prayer Energy Storage
>>
>>5552927
>Travel to the Prayer Energy Storage
It's essential we empower ourselves if we want to survive.
>>
>>5553004
>>5553042
>>5553615

noted writing

also I balanced the spearman defensive skills so that enemies can no longer change targets during their turn - if you predict an attack correctly and protect that person, that attack will be void.
>>
>>5553702
cool, appreciated
>>
>>5553702

Using the debris as platform, the deities climb down the building and hop on top of the trains.

..
Getting closer to the Prayer Energy Storage, they realize that it isn’t a single rectangular building, but rather, a complex of multiple buildings that are connected to each other.

Clouds of water are constantly being pumped out, saturating the air with a cold mist. Likely to alleviate the heat generated by the thermal stones.

Vats of aqua and aquamarine resides on the roofs of the buildings, empowering the buildings’ devices with blessings and prayers given to the religion. Absorbing the distilled liquid in vats will allow the deities to regain their powers.

As the train stops, the majority of the shipments are sent to left and right side of the complex, which holds a row of small vats and a single large vat respectively.

The large amount of mist produced by left side complex seems to be a byproduct of glassmaking and metalworking — having an in-house container producer does make sense when they’re deep underground.

The right side is much more remote and less vertical, like several blocks stacked on top of each other. Large doors and strategically placed holes indicate that this area is more fortified than the rest — this is likely where all the energy is stored.

The middle of the complex is the most difficult to discern, as it appears to be a relatively small building that somehow has a moderately sized vat on it. Perhaps this is some kind of testing ground for devices.

Since they’re on a train right now, they’ll be able to get on the roofs of most buildings under the cover of darkness. Not high enough to get those vats immediately, but enough to avoid detection for now.

>left side of complex
Holds the least amount of energy, but they’ll likely be able to scavenge something from the machinery and tools there.

[They could likely scrap together a device or vehicle that makes traversal easier]

>middle of complex
Holds a moderate amount of energy despite its small size.

「This is where projects prove their worth」

>right side of complex
Holds the most amount of energy, and the most amount of firepower. They’ll find armored units and the most sophisticated technology here.

[If they want to reroute the power, they’ll have to go here]
>>
>>5554058
>right side of complex
>>
>>5554058
>right side of complex
The power is ours by divine right. We'll seize it and smash its guardians.
>>
>>5554058
>right side of complex
It's my power and I want it now!
>>
>>5554140
>>5554551
>>5554803

Venturing into the most fortified part of the storage will be dangerous.

Live free or die.

Hopping from rooftop to rooftop, climbing from one wall to another, they eventually reach one that was far too tall for them.

They’ll have to enter it.

Clausewitz cuts through a door’s lock using the small traces of water still on him. Dusty grey walls and faint orange lighting awaits them. The sounds of machinery and bubbling are far away, but constantly present.

As they move further up, the bubbling becomes louder…


ATTENTION: RE EDUCATION CENTER AND STASIS CHAMBERS ARE CURRENTLY UNDERGOING LOCKDOWN DUE TO THE ESCAPE OF PRE-OVERSEER DEITIES

ALL NON ESSENTIAL PERSONNEL ARE REQUIRED TO RETURN TO THE FACILITY HQ AND TRAINING CENTER AS SOON AS POSSIBLE

DO NOT ENGAGE WITHOUT QUICKSILVER OR THERMAL WEAPONRY

The voice echoes throughout the building. Likely coming from one of Simon’s recording devices.

As they continue to lurk in the shadows, avoiding the sight of the Glairborn while making their way up the building, they overhear a conversation of two Glairborn while they are loading up a cart.

Both of them are unarmored, but carry flintlock carbines, and possess several pouches of thermal ammunition.

Right now, their guns are slung on their backs as they move books and random objects out of old shelves.
>>
>>5555440
"… operational again."

‘About time’
‘…….’
‘Hey, you think this was planned?’

"What do you mean?"

‘First the constructor in mage labs break. Then, the stasis chambers also malfunctioned a day after. Then, the pre overseers deities break out.’

‘That sounds really convenient. I think this is Coalfort shit.’

"Nah. You’re reaching. Coalfort? What’s- they don’t even have any reason to attack us in the first place. We didn’t do anything."

‘I wouldn’t be so sure. If, say, an incident happens that makes Glaircrag look unethical in the eyes of Coalfort and other countries surrounding us, they’ll pull out of the trade deals. Nothing will go through those waters.’

"Okay…? But- but why here. Why not hit Rena or some other city and find things there?"

‘It’s easier for the journalists and 'those people' to snoop around and spin the story in a place that’s supposed to be a secret. I’m sure they’ll find some random bullshit in the facility and use it as evidence that what we’re doing is inhumane and we need to change things to be civilized.’

‘Besides, news of people being reeducated into becoming a polytheist certainly won’t sit well with them….’

‘Hmph. They can preach about peace and nonviolence and- and all that bullshit, but at the end of the day they’re just waiting for the opportunity to get rid of the 'outdated' kind of thinking.’

Looking at the cart’s instructions, it seems that they’ll be sending this cart to the upper floors of this building.

The deities decide to..

>Slip by unnoticed
Let them talk and do their chores while they go up the stairs — they’ll be gone before they even know it.
>Cause a distraction in the lower floors
Conjure up a bottle of oil and throw it down the stairs and go up the stairs — it could distract them for a while.
>Take the two Glairborn hostage
They can’t afford anyone noticing them. These two could be used as meat shields or sources of information.
>Execute
They can kill both at once before they could react. They’ll clear out this building one floor at a time if they have to — security is paramount
>Write in

FYI the deities are on the stairs right now, listening to the conversation. There’s about 10 meters distance from the Glairborn.
>>
Forgot the music
https://youtu.be/rF09vGckSAc
>>
>>5555443
>>Slip by unnoticed
>Let them talk and do their chores while they go up the stairs — they’ll be gone before they even know it.
>>
Skirm jam will be over soon

This skirmish will continue, don’t worry, but I’d like some feedback if you don’t mind.

>Which part of the skirmish did you like the most?

>Which part of the skirmish did you like the least?

>What did you think of the setting and lore?
>>
>>5555443
>Slip by unnoticed
Yeah, the enemy seems to notice when their members are removed/killed, it's safest just to let them pass and stealth by.

>>5555744
>Which part of the skirmish did you like the most?
I like how we are able to approach the setting how we want to, we can stealth or go loud, try to escape or bring it down, etc. There's also the freedom from the resource-less skills that you don't see too often in skirmishes.

I like your detailed narration of events and transitions between scenes, it makes the game feel more like a story we're creating.

>Which part of the skirmish did you like the least?
I think the combat drags on too long and is too inefficient. I understand why it's done this way, it takes inspiration from darkest dungeon and you want a system where you can react to enemy attacks and each individual has their own initiative. It does accomplish these, but at the cost of taking a very long time to resolve as you have to wait until each player responds, and that can take a long time, especially when you don't have a session planned out ahead of time. People need to sleep and live their lives, and that often means long delays between any individual's input into the game.

On a more subjective note, I'm not a fan of limiting games to fewer players. It makes sense in this context, especially in light of my previous point about time, but it makes me wary having this few players that someone might be unable or unwilling to continue the game, and you lose a significant portion of the game and need to re-balance things. You also softly discourage people from joining because people might not want to "take someone else's spot".

>What did you think of the setting and lore?
Well, we only kind of have a vague idea right now, but it has potential.
>>
>>5555443
>Slip by unnoticed
We should be sneaky where we can.

>>5555744
>Which part of the skirmish did you like the most?
I like how we have a lot of freedom in approaching situations but at the same time are constrained by our environment. It's very smooth. I like the combat and class system too, it's nice and crunchy, though it's a bit limited by the nature of /qst/ and play-by-posting in general. The art is definitely one of the best parts.

>Which part of the skirmish did you like the least?
Honestly I feel like I've dropped the ball and held things up a couple of times because my life's real busy, and I know it can't be helped but I'm a little ashamed about it. As for the actual game, hmm, I guess it would have to be the weakness of the dodge stat in comparison to the others. Nobody's build was focused on it so it feels a bit tertiary but that's no worry. The combat system's pretty elegant.

>What did you think of the setting and lore?
It's unique and I like how a broader world and conspiracy have been hinted at but we haven't seen much of it yet. Us being incels hasn't come up much but that's due to the situation, I think. We'll probably explode once we happen to fight a visibly female enemy. The Glairborn seem based
>>
>>5555884
>Nobody's build was focused on it
Well, glad to see my complaining earlier didn’t prove that disruptive if you think no one built around dodge.
>>
>>5555673
>>5555756
>>5555884
Noted. Thanks for feedback.


They let them continue talking while they walk up the stairs.

As they keep going up, they see Glairborn equipped with exoskeletons, although unlike the ones that captured Clausewitz, their chassis is minimal, only possessing metallic limbs and head protection.

The deities easily slip past them while they are busy calibrating the distillers and writing down their current inventory.

..
….
Judging from where they entered and how many floors they climbed, they predict that the roof is only a single floor away.

They come across an empty room filled with water vapor and leaking water. Orange lights pierce through the mist, revealing a single large machine in the middle of the room.

It is a tall pillar, with multiple wires and boxes around the lower half of it. Numerous coils wrap around the base of this device. The top part is a single large cylinder that is by smaller ones which flare out like quillons on a sword.

Getting closer, there’s instructions written on the pillar.

OPERATING THE SPEAKER
1. PULL THE ORANGE LEVER DOWNWARDS TO OPEN THE SPEAKER
2. INSERT [HOT] THERMAL STONE(S) TO POWER THE SKULL
3. INSERT SCRIPT INTO THE BOX
4. ENSURE THE SCRIPT IS FLAT AND DRY
5. PULL THE BLACK LEVER UPWARDS TO ACTIVATE SPEAKER

1 PAGE = 1 [hot] thermal stone

there’s a small note next to it:
overloading the speaker with extreme heat WILL disable the speaking skull and engulf the room in hot steam
pay will be deducted from ALL personnel in the shift that is responsible

TAKE THE THERMAL STONES OUT AFTER EACH USE!
ーMagic wielders labs
>>
>>5556361
This must be the broadcasting room.
The ‘speaking skulls’ are carved with sigils that allows them to repeat words. Those wielders must’ve programmed it to only read and speak when their sigils are activated.
The hazard is likely worth it considering they won’t shut up otherwise.

There’s no one in this room right now, but they don’t know when people will return. They could continue going up and reach the roof right now, or they could do something inside this room.

Around the room are several lockers that hold scripts to protect them from moisture. Looks like they were opened and closed recently.

They briefly look through some of them…

‘Re-ed camp Lockdown’
Announcement of the lockdown of the re-education camp due to the escaped prisoners

‘Durability of the black suits’
Announcement about the tight black clothing that the Glairborn wear. It states that the clothing only provide protection against bladed weapons and thermal weapons, but not extreme heat or cold.

‘Interacting with journalists’
Announcement about interacting with journalists. Essentially, it encourages that the Glairborn remain as neutral as possible and be polite when interacting with them, especially foreign ones.

‘LAZULITE division priority’
Announcement about the LAZULITE division shipments having priority during export.

The deities decide to..

>Get to the roof immediately
Speed is stealth. They don’t know when people will come back.

>>Mess the speaker
>Damage the box
They won’t be able to make announcements after this ー they can remain undetected for longer
>Cut up the script and make the speaker say… (Write in)
The speaker will be heard by the entire Prayer Energy Storage

>>Overload the speaker with thermal stones
>Put 5 thermal stones
>Put 10 thermal stones
>Put 15 thermal stones
The higher the number, the more devastating the damage will be, ranging from a nuisance that take a few hours to fix up, to complete destruction of the room, to a lethal hazard that will burn anyone in this floor. It’ll buy time for them to escape

Once they go to the roof, they’ll…
>Take some of the power and reroute some of the power to the re-education camp [escape option]
>Take ALL of the power [gain more power ー cuts off re-education camp escape option]
>>
Map
>>
>>5556362
>>Mess the speaker
>Damage the box
Not sure what we could say that would benefit our situation, and cutting their communications would certainly help our cause. I don't think using thermal stones does anything for us that just destroying the box doesn't, and it loses us the stones.

>Take some of the power and reroute some of the power to the re-education camp [escape option]
Well, we want to get out whether we shut down the facility or not, right?
>>
>>5556381
if you blow up the room with the thermal stones it’ll cut off access to the stairway ー the Glairborn will have to use other buildings or vehicles to reach the roof
>>
>>5556384
The people coming upstairs will have to spend time clearing the debris out of the stairs is what i meant

If you put in all 15 stones it will turn the stairs and current floor into an oven
>>
>>5556362
>>Mess the speaker
>Damage the box

>Take some of the power and reroute some of the power to the re-education camp [escape option]

I'd like to get all the power but unfortunately I like having my options open
>>
>>5556381
>>5557133
locking this in

The box on the speaker is easily crushed and the bent parts is folded to ensure it cannot accept any more scripts.

That should buy them time before information could spread.

With the speaker tampered with, they head to the roof.

As they climb up the moist stairs, they finally reach the source of all that bubbling.

On a roof covered in darkness, a large vat with aquamarine liquid sits in the middle, surrounded by control panels and tubes.

Taking advantage of the fact there’s no one manning it right now, they look around the panels and redirect some of it to the re-education camp. Apparently there’s an underground pipeline that connects each building to the Prayer Energy Storage.

The majority of the energy goes to..
Magic Wielder labs
Exoskeleton repair & Maintenance
Training Center

A moderate amount goes to…
Facility HQ
Stasis chambers

The smallest amount goes to..
Re-education center
Armory

Aquamarine liquid that constantly fizzles begin to leave the tank…
By the end of it, less than half of it remains.

Still, even with most of the power being rerouted to the teleporters inside the camp, there’s still enough that reawaken a part of their old selves.

>Each deity gains +6 stat points

.. they remember the past, the days when men like them were worshipped, when The Right Arm was at war, when their rules were created and followed in order to ensure the degeneracy of modern society would be left behind.

At least this current version of The Right Arm doesn’t preach about false genders or forcing the majority to bow down to certain types of (((people))).
>>
>>5557983
..

….

Once they regain their old strength, they notice that the moderately sized vat in the middle of the complex is nearly empty.

The thin building’s door opens up, revealing a cart that carries a large square shaped shipment, accompanied by squads of armored and magic wielding Glairborn. Nearly 30 in total.

Quite a few wielders are carefully watching as the shipment leaves the building and the men head for the railway.

Interestingly, one of the people watching is Simon, one of three major deities.

To most, they blend in with normal officers as they wear the same black suits, but the deities can clearly see the glow of the markings that were given to them. Rather than a bright red glow like Clausewitz, they have a faint lime green.

A major deity overseeing a shipment..
It’s definitely something important.

Did they just fix the constructor and are shipping it back to the mage labs?
Or are they transporting a shipment of slug launchers? Either way, it’s a problem for them.

However, since the wielders and Simon are distracted with overseeing the shipment, they could use this moment to infiltrate the small building ー maybe take out Simon before he moves to somewhere more secure.

Letting the shipment go means that the facility could be more well equipped to deal with the deities, but letting Simon go mean they might not have another chance to deal with him this vulnerable again.

>Intercept the shipment ー disable the shipment at the railway
>Infiltrate the small building ー deal with Simon

>>5555884
>art is definitely one of the best parts
Thanks!
>>
Link for character sheet at the back

https://docs.google.com/document/d/11a10apQog35JXDJSDy7tCGxF6dLV6gOiS8cyCFVNVV0/edit
>>
>>5557983
Does the smoldering feather apply to future points I put into dodge?
>>
>>5558003
Yes

If you have 12 dodge » 24 dodge total

Same goes for the other trinkets as well

You’ll need it.
>>
>>5558008
If you’re going combat heavy, that is.
>>
>>5557986
>3 points into Dodge (12 Dodge -> 24 Dodge)
>3 points into Initiative (2 Initiative -> 5 Initiative)

>Infiltrate the small building ー deal with Simon
>>
>>5557986
>2 points for +2 crit
>2 points for +4 Hit
>2 points for +2 Ini

>Infiltrate the small building ー deal with Simon
I just want to talk Simon. Swear on my timbs.
>>
>>5558244
You have 6 dodge originally (12 dodge)

+3 dodge » 18 dodge
>>
>>5558463
Yes, 6 points into dodge, which my trinket boosts to 12 dodge. Each point put into dodge normally grants 2 dodge, but since you stated that the trinket works for new points as well, each point I put into it instead grants 4 dodge.

So +3 dodge >> 24 dodge (+12)
>>
>>5558602
>6 points into dodge, which my trinket boosts to 12 dodge
3 points, which is 6 dodge, but trinket boosts to 12; the point still stands though
>>
>>5558603
My bad i misremembered

1 stat point = 2 dodge

Yeah make sense
>>
>>5555884
>>5552769
Please respond to>>5557986
>>
>>5557986
> Crit +4 = 10
> hit + 2 = 8
>Infiltrate the small building
>>
>>5559640

1 stat point = 2 hit (you’ll get 10 in total)
>>
>>5558244
>>5558425
>>5559640

Writing..

Also heres a sneakpeak of my next drawing
>>
>>5559935
Simon is the priority target.

While the overseer and his agents are watching the shipment, the deities hop from one rooftop to another, making their way towards the tall but small structure.

Flash.

Once the shipment and the security accompanying it leave the building, the magic wielders murmur something.

Their sigils glow a bright lime green.

The reptilian that have that sigil accelerates, becoming a blur that quickly darts around the building before closing it up.

Looking at those wielders, the deities recognize it as the very same thing they have been doing when they were running — the deities were subconsciously drawing on their power to manipulate wind in order to accelerate themselves.

With this knowledge, they realize they could jump higher and move faster through the air. Fading into the shadows and scouting out the building proved much easier this time around.

..

They’ve got a rough estimate of this tall building. There’s 4 floors in total.

The fourth floor is the archives, containing old documents and scrapped projects. Barely anyone visits this area.

The third floor holds the dining hall and lounge. Quite a few people sleep here currently.

The second floor is the research center. Mostly empty.

The first floor is the storage, which has several elevators that lead to…

The underground floor, a large area with multiple empty zones for testing projects. For the time being, they have been repurposed into munitions and equipment factories.

Loud clangs and thumps from the machinery allows the deities to slip by unnoticed while they explore.

Still, the presence of multiple wielders could pose a problem. From what they’ve seen, they are capable of summoning quicksilver, albeit a small stream of it rather than a flood.


….
…..

After nearly half an hour of exploring, they find Simon in the communications room, at the far end of the underground floor.
>>
>>5560300

The communications room is a wide room, having multiple hatches on all walls except the one where the door is.

Boxes, ink, crates of regeneration potions, paper, and maps are scattered throughout the tables.

Only one person is inside the room — a man wearing a hat with earflaps. A human that rivals the Glairborn in height, and bears the (modern) sigil of The Right Arm.

Without a shadow of a doubt, he is Simon. His skills in technology and magic allowed the restructuring of the religion after the coup to be relatively quick. If there’s one person that could explain anything about the current state of The Right Arm, it’s him.

One hatch clicks and a red indicator pops up, prompting Simon to open it and pick up a reptilian skull.

He summons a rod that glows a bright orange and inserts it into an opening in the skull. The burning rod activates the speaking skull.

The jaw opens and a woman’s voice comes out of it.

【Lily speaking.】
【You were right, Simon, the machines in the LAZULITE division were intentionally sabotaged. Its a group of 6 researchers in the division. 5 were killed. The last one is being detained at Mage labs right now.】
【The exoskeleton maintenance is now under lockdown. Those deities won’t get very far if they decide to escape through the camp.】
【I think the HQ is where they’ll most likely go based on the direction they went after they escaped the camp. I’ve already sent a message to Tawan — he has already powered down the main teleporter there.】
【After I’m done checking the armory, my units will reinforce the storage.】
【One last thing. The old deities. At least one of them is a wielder, one is a gunman, and one is a spearman. Wounds were identified on the camp’s guards.】

As Simon is listening to the skull, the deities decide to..

>Approach Simon — They want to talk
>Execute Simon — Get a killshot before he could react
>>
>>5560301
>Approach Simon — They want to talk
>>
>>5560301
>>Approach Simon — They want to talk
>>
>>5560584
>>5560712

The door opens.
Turning around, Simon sees four deities. Moderately shorter than him and bearing the old symbol of The Right Arm, they are the escaped prisoners of the stasis chambers.


「!」
「Ah」

The door closes.

Only a few meters separate the group of deities from Simon, and yet, it feels like an ocean is between them.

Simon speaks up after a moment of silence.

「.. Hello」
「We can talk. My wielders won’t bother us when that door is locked」
>Write in (there will be a 24hr period to write the dialogue — Simon will respond)

Shout out to Eat the Sky quest for inspiring this type of prompt


Being the supervisor of the Energy Storage Center and a deity that have lived through all eras of The Right Arm, Simon has quite a lot of knowledge.

His responses on certain questions are likely going to be similar to this…

>'Why did you change The Right Arm?'
「There were… problems with The Right Arm. Flaws that restrict the freedoms of people. The distance between men and women. The whole.. 'culture' behind family and the necessity of children, especially when shoved in the hands of someone unprepared to do it. I’ve seen enough 'parents' who want to govern every aspect of their child’s life or cocksuckers that will defend their children even after they committed crimes」

>'What happened to the other religions?'
「After we came here, it took a few years before the war between religions happened. Lasted for almost 60 years in total before all other deities were removed from power. We’re still a powerful force in Glaircrag, but in most countries, they follow other religions that do not have gods」

>'What is the quicksilver curse?'
「The quicksilver that wielders can conjure is not liquid mercury. It is the blood of old deities, ones that were forgotten and can no longer resurrect. You may have noticed that you bleed a silvery liquid as well. The quicksilver will cause the body to deteriorate due to the incompatibility of the old gods’ blood and your bodies’ blood」

>'What are the LAZULITE researchers doing?'
「…」
「Tawan and Lily won’t let you live if you know this. Do you really want to know?」

>'Where are the teleporters in this facility?'
「There’s one teleporter in the camp, although it is under lockdown. There’s another in the HQ. That one is powered down. The last one is in the Magic Wielders Lab. Still operational.」

>'Where’s your key?'
「… I cannot answer」
>>
>It's a write in
Well shit. I thought we were going to be given options, especially given that my pill-type has a "+1 to persuasion". I have no idea what I want to actually say to him, I just thought we would be missing out on something if we went for the obvious option of killing him quick.
>>
>>5561865
The +1 will be for certain questions like ‘lazulite’ or ‘key’ that he doesn’t want to answer
>>
>>5561865
You could ask about sensitive information such as the other overseer’s weaknesses or keys, which will require a d20+1 roll
>>
>>5561849
I've seen no indication that we need keys at all nor do I know anything about "lazulite" other than you referencing just now and in the prompt that these things exist, so it would seem out of character to ask these things. I guess it would make sense to ask about the other bosses, so I'll do that.
>Ask what the other overseer's weaknesses are
>>
>>5562820
I was referring to the keys in>>5539838, since i thought you were trying to shut down the facility
>>
>>5562879
Oh that's right, but it says he has a portion of a key, not a whole key.

>>5562820
adding
>Ask where his key / portion of key is
>>
>>5562820
>>5562898
>Ask the other overseers’ weaknesses
>Ask about his portion of his key

While Simon is not as extremist compared to the other two, he also knows that his options are limited ー give away too much information to the deities and they will become a problem later on, but give too little and they might threaten him or the storage.

Jeremiah is also one of the less radical compared to the old deities as well…

DC: 10 / 13 / 15

10: basic summary
13: descriptive summary
15: complete guidance

>Jeremiah roll a 2d20 (+1 bonus)
>>
Rolled 7, 17 + 1 = 25 (2d20 + 1)

>>5562919
>>
>>5562939


8 & 18 vs 10 / 13 / 15

Simon remains cautious when answering the first question. While Jeremiah has less extreme views than others, he is still a physical threat to the facility overall.

「Your summoned weapons and magic will work on Lily and Tawan. It will work on anyone, to be honest」

Simin is moved by Jeremiah’s plea about his portion of the key. Their relatively stealthy approach after escaping the stasis chambers and their mostly bloodless rescue of Clausewitz has convinced him that they should be given information about the key

「The facility shutdown key is composed of 3 rods. You’ll find mine on the first floor, in ‘vehicle and chassis storage’. There will be a red colored hatch. Once you open the hatch and take the rod out, it will alert the entire building. Officers, gliders, wielders, armored units.. they’ll all be looking for you. You’ve infiltrated the prayer energy storage. I’m sure you can leave unscathed」

「If you do survive.. Lily’s is in a secret room somewhere in the training center. Tawan’s rod is inside his office, in the facility HQ. In here, you’ll find hundreds of fountain pens on his shelves. One of them is his rod」

Before they could ask anything else, the sound of machinery nearby has stopped. They decide to leave the room.

Getting past the people in the underground floor was easy as the sounds of machinery obscured their noise, but they don’t have that luxury on the first floor. It is a well lit place, and the smaller amount cover makes remaining hidden a difficult task.

..
Finding the storage was the easy part.

Looking through the keyhole, they spot a red hatch at the back of the room. Metallic shelves are on the left and right side of the room. Crates and boxes of various length and height fill the shelves.
It seems that the small size of the building requires the chassis and gliding machines to be disassembled.

Only two Glairborn are stationed inside the room, both of them are distracted with cleaning the armor.
>>
>>5563937
They only had a few moments to observe before hearing footsteps from the stairs. Eavesdropping on their conversation reveals that there has been an order by Overseer Tawan to activate all gliding machines, direct all available wielders to power the vehicles, and send armored units to the Mage Labs ー the one researcher that sabotaged the machines in LAZULITE division has escaped through the teleporter.

In a few minutes, 30 or 40 people will be on this floor.
Their plan is…

>[Stealth] Cause a water leak in the bathrooms (Makes escape easier ー Clausewitz roll a 1d20+1 vs DC 12)
>[Stealth] Cause a fire in the food storage (Makes escape harder ー 1d20+1 vs DC 10)
>[Speed] Rush in, blind the Glairborn, get the rod, get out (Makes escape easier ー EACH deity roll a 1d20+initiative vs DC 15 HP loss)
>[Deception] Tell the mechanics that there’s a problem with the machines downstairs (Escape is easier, but failure will result in injury ー Jeremiah roll a 1d20+1 vs 10)

sorry. Was a bit busier than usual.
>>
Initiative stat of each deity

Clausewitz: +5
Jeremiah: +5
Cephei: +2
Owen: +1
>>
>>5563943
>[Deception] Tell the mechanics that there’s a problem with the machines downstairs (Escape is easier, but failure will result in injury ー Jeremiah roll a 1d20+1 vs 10)
Ideally we do this without them figuring out we were down here. Speed seems promising but that definitely gives us away. Stealth could work but looks difficult. I think it's worth it to try Deception, we have a healer anyways, right?
>>
>>5563943
>>5564367
>[Deception] Tell the mechanics that there’s a problem with the machines downstairs (Escape is easier, but failure will result in injury ー Jeremiah roll a 1d20+1 vs 10)

Well sure it's a bit more diff but at least we don't risk injury
>>
>>5564367
>>5564578

its been a day now. I’ll consider this to be the majority vote.

Alright, Jeremiah, roll a 1d20+1
>>
Rolled 18 + 1 (1d20 + 1)

>>5565350
>>
>>5565593


19 vs 10

Jeremiah begins thinking about the words he would use in order to compel the two reptilian mechanics into leaving the storage.

He knocks on the door.

'Specialist. There’s a problem with the cast downstairs.'

His inflection and pauses are nearly identical to a Glairborn.

… a fraction of his memory comes back.

The wind blows against Jeremiah.
His gaze remain fixated on the pillars of thermal stones, currently being excavated by the Glairborn.

Scraps of the dark grey stone are broken down and sculpted.

【.. possible that these could be cut into containers?】
‘Yes. We could even make utensils with it, if you want to.’

He faintly overhears a conversation of Tawan and a Glairborn that towers over him. This must’ve been quite a few decades ago, when the prayers weren’t centralized on only three deities.

..


Another memory is recalled.

Tawan is inspecting rows of caged animals.

【About the sigils. Can I put them on anything?】
“Well… it is technically possible, but they don’t last long on anything that isn’t living. We’re not quite sure how to do that yet.”

【Notify me when the experiments are done】
【Maybe you’ll make a breakthrough again. Speaking birds would be a lot cheaper than speaking monkeys】


..

It must’ve been many decades since that moment.
It seems that they’ve found a breakthrough judging by the fact that speaking skulls are used instead of something living. The overseers being able to bestow their marks onto objects opens up many possibilities for technological advancements, but its not something they are concerned with right now.

The door is opened and the two Glairborn mechanics try to find the person that talked to them. They are distracted by the group of people on the stairway which gives the deities an opportunity to dash into the exoskeleton and chassis storage. Their confusion will buy them time.

In a few moments, the four deities sprint to the back of the room.

Opening up the red hatch, they see a rod in the middle. Dark and light green colors form a malachite like pattern on Simon’s portion of the key.

To take it would mean to alert everyone.
>>
>>5566334

Their next destination will be..
>Training Center
Lily’s portion of the key will be somewhere in here. The large, open nature of the building will mean frequent but brief skirmishes if they get detected.
>Facility HQ
A heavily fortified building that holds the main teleporter. Tawan and his portion of the key will be here. Battles with multiple squads of gunmen will occur if they get detected.
>Armory
Overseer Lily and her operatives are traveling through here. If they loot the weapons here, it will make assaulting other buildings easier. There’s very few people here compared to the others, but they’ll have to deal with Lily in some way.


and their escape plan is…

>[Stealth] Deactivate the front door (Clausewitz roll a 1d20+1 vs DC 10, failure results in next location’s encounters becoming more dangerous)
>[Speed] Blow up the front door (EACH deity roll 1d20+initiative vs DC 12, failure results in HP loss)
>[Deception] Lie about a hazard in the broadcasting room and leave through the roof (Jeremiah roll a 1d20+1 vs DC 8, failure results in harder stealth checks going forward)
>>
>>5566335
>>[Deception] Lie about a hazard in the broadcasting room and leave through the roof (Jeremiah roll a 1d20+1 vs DC 8, failure results in harder stealth checks going forward)
>>
>>5566347
please choose the next destination as well
>>
>>5566335
Hmm, Facility HQ seems like the last place we want to go since it is the most fortified. Training Center seems like an obvious place to go, but it means we don't deal with an Overseer who can potentially show up later. Going to the Armory means we can both get stronger and deal with an Overseer, but we don't get a key.

Hard choice. I'm totally fine with going either Training Center or Armory if that's what the others want, but for now I'll just say

>Armory
>[Stealth] Deactivate the front door (Clausewitz roll a 1d20+1 vs DC 10, failure results in next location’s encounters becoming more dangerous)

Deception has a really nasty downside in that it looks like we get harder checks forever after this if it fails, while stealth only hurts the next area. Speed has the potential to only hurt for the next combat if it happens soon, but that might be dangerous if we have to fight to escape this area.
>>
>>5566347
>>5566537
>>5566335
-switch to
>>Armory
>>[Stealth] Deactivate the front door (Clausewitz roll a 1d20+1 vs DC 10, failure results in next location’s encounters becoming more dangerous)
>>
>>5566623
>>5566645
alright clausewitz roll a 1d20+1

I feel like owen and cephei are gone. Last time they responded was 7 days ago or so.
>>
Rolled 15 + 1 (1d20 + 1)

>>5567211
Here we go
maybe they dedided to exit the stage
>>
>>5567311


16 vs 10

They pull the malachite colored rod out of the hatch. Alarms ring out all across the floor, and footsteps become ever louder…

Wind and dust are kicked out of the room as a blur fades into the shadows. The deities, while not as proficient with their acceleration as the Glairborn wielders, are able to dash towards the bathroom without being spotted.

As the reptilian checks the angles of the storage room with their carbine, Clausewitz makes his way towards the front of the building.

His fingers feel the metal sheet that acts as the front door. He can see the mechanism that opens the door — a system of locks which allows the pulleys to be activated. A faint red glow spreads from the back of his hand as the locks move on their own. It was not completely silent, but the sounds of unlocking are drowned out by the footsteps and alarms.

With the locks deactivated, the lever is able to be pulled, allowing the metal sheet to move up. After leaving, Clausewitz manipulates the locks so that they close the door down like nothing has happened.

The four deities manage to escape the storage without being detected.

The ground is becoming harder to navigate. Lights are shined from gliding machines and exoskeletons that patrol the area around each building. While traveling to the armory, the deities realize that gliders have a few weaknesses.

Their wide wingspan and clearly seen sigils that grant maneuverability through wind magic are not armored ー incendiary weapons can quickly shut them down.

The weapons onboard appear to be volley guns and bombs — powerful, but somewhat inaccurate, and slow to reload.

Their most powerful weapon is information — getting caught in the light will allow them to easily fire upon the deities.


They arrive at the armory, little more than a large box that the gliders occasionally land on or take off from.

Most of the Lily’s men are either at the storage or sent to the mage labs to chase down that one escaped researcher.

Aside from an aircraft maintenance crew on the rooftops, there’s very few people here.
>>
>>5568622
The main entrances are on each side of the building, guarded by 2-3 armored units.

Scaling the building is possible, although they’ll encounter a few gliders and a dozen mechanics. They’re not much of a threat unless they manage to grab the weapons in the gliders.

The deities overhear a conversation between a mechanic and overseer Lily.

【.. good enough. One more shipment to the HQ and we’re good. It will be done in 10 minutes, correct?】

'Correct.'

【.. alright.. 20 more minutes after that.. should be enough to prep the supplies】

【I and my hunters will be here until they show up…】

【If there’s a message from the storage or mage labs, tell me immediately】

With 30 minutes before the reinforcements show up, the deities spend much less time on scouting out the building.

..


The armory has three floors in total.

The first floor is where the majority of the weapons and ammunition are. The slug launchers are here.

The second contains sparring rooms for melee weapons, general purpose rooms, and a medical room.

The third is the armor and vehicle maintenance, holding tools and spare parts to repair armor and vehicles.

Most of Lily’s men are on the first floor, guarding the slug launchers and other destructive devices.

They could focus on dealing with overseer Lily right now, where she will be vulnerable, or they could focus on getting the slug launchers first.

>Infiltrate through the roof (Deal with Lily)
>Infiltrate through the entrances (Get the slug launchers)
>>
>>5568625
>Infiltrate through the roof (Deal with Lily)
Probably don't want to give her time to prepare
>>
waiting for a few more hours before writing
>>
>>5571046
still writing dont worry expect it in a couple hours

been really busy lately
>>
>>5572056

They have to deal with the overseer first.

Using their acceleration, they start running and jump towards the rooftops, bypassing the exoskeletons around the building altogether.

While their calculations weren’t perfect, the wind lifts them up all the same.

As they drift through the air, there is a sense of freedom. Within the darkness, they’re free men, unbound by this camp that brainwashes people or the empire governed by only a few people.

Their arms cling onto the rooftops.

Once the mechanics are distracted with loading a shipment, they make their play.

They blink across the room, sliding to the stairway which leads downward. Only a strong gust of wind was noticed by the mechanics.

Only coldness and silence remains in the third floor. Nothing but piles of metal awaits them as they move in the dark. Even when she is walking normally, Lily is pretty fast it seems.

They’ll have to confront her in the second floor, then.

..


They spot one of Lily’s hunters handing over a speaking skull to her. She is nearly twice of the Glairborn’s size. She dismisses the reptilian and takes the speaking skull into an empty room.

With the hunter gone, the deities eavesdrop on her.

The skull speaks…

{.. you’ve asked us to overlook many things, Lily. Mass murder. Mass genocide. Blackmail. Corruption. And I have done so for many years now, but that experiment was out of line.}

{That experiment in Rena was unacceptable. You took the marks of sterilization away from 5000 people just to see if the country’s education was effective or not. That was the clearest definition of ‘rape by deception’ I have ever seen. You removed agency from people lives. Even for an experiment, even when abortion is readily available, and encouraged, all of that doesn’t matter. You’ve shown me that you’re willing to take personal rights away as long as it suits your agenda. You’re just another deity that wants puppets and not people.}

{I’m sure you weren’t alone in this. Tawan likely pushed for it the hardest. But the point still stands. You could’ve stopped him. Simon could’ve.}

{I know I can’t stop you alone. By the time you hear this, I have already deactivated the security protocols in the Stasis Chambers. Those deities are out. You deserve each other.}

That sounds like the one researcher in the LAZULITE division that recently escaped.

Lily attempts to fiddle with the speaking skull again, but it keeps repeating the same message.

The deities decide to..

>[De-escalate] Knock on the door. They want to talk. (Jeremiah roll a 1d20+1 vs DC 10 / 14 / 16, allows for more questions to be asked. Failure results in combat)
>[Violence] Break down the door and attack her. (Lily’s initiative is reduced)
>[Speed] Rush into the room and take her hostage. They need to know where her portion of the key is. (Each deity rolls a 1d20+initiative vs DC 15. Failure results in HP loss. If all fail, enter combat)
>>
>>5572183
>[Speed] Rush into the room and take her hostage. They need to know where her portion of the key is. (Each deity rolls a 1d20+initiative vs DC 15. Failure results in HP loss. If all fail, enter combat)
Sounds like Lily is a pretty bad cookie. I would be down for violence but we need that key.
I think I'm the last one left. I'm down to continue though if you are.
>>
>>5572606
I guess you could roll a 4d20

Bonuses:
Clausewitz - 5
Jeremiah - 5
Cephei - 2
Owen - 1

I’m not sure how combat would work if youre alone. I suppose I could give you control over the other 3 PCs if you’re down for it, but if it still takes too long, then i might end it.
>>
Rolled 5, 5, 3, 19 = 32 (4d20)

>>5572634
>>
Rolled 2, 4 = 6 (2d4)

>>5572737
Jeremiah & Owen takes 1d4 dmg
Cephei takes 2d2
>>
Rolled 1, 2 = 3 (2d2)

>>5573391
*Jeremiah & Clausewitz

My bad.

Cephei takes 2d2
>>
>>5573394

10 & 10 & 5 & 20 vs 15

Clausewitz 18/20
Jeremiah 16/20
Cephei 7/10
Owen 10/10

Clausewitz kicks down the door and dashes towards the overseer. Wind kicks up as he accelerates.

Lily strikes the deity with the speaking skull, throwing him to the floor. A surprising sturdy thing.

Before she could retaliate further, she sees Jeremiah lunging with a mancatcher, a polearm designed to restrain someone.

A lime green Rotella shield materializes from her face, deflecting the thrust.

Lily opens her mouth, shooting out a storm of bright green javelins. The storm grazes Cephei but Jeremiah is pummeled by the throwing spears, staggering him back.

Owen manages to keep himself safe by hiding under the table. As the overseer tries to finish off Clausewitz and Jeremiah, he summons a cannon under one of the chairs near Lily, causing it to shatter.

Temporarily dazed by the wooden splinters, the overseer summons a wall of shields in front of her.

Owen summons another cannon and rams it against her, dropping the overseer and making the shields fade away soon after.

Before she could get back up, Jeremiah restrains her limbs with his mancatchers.

They have her now.

【Arugh…】
【… it means nothing. I can always come back. The entire country believes in me. A day, a week, maybe, doesn’t matter】
【In.. in a few minutes my hunters will come here anyways】

The deities only have time for 3 actions.

>>Ask [2 questions = 1 action, roll a 4d20 for each question]
>Her secret room? [DC 15]
>Tawan’s weakness? [DC 13]
>Tawan’s rod? [DC 15]
>Fastest escape route? [DC 10]
>Take the speaking skull
>Take Lily hostage
>Execute
>>
Rolled 20, 19, 12, 12, 3, 16, 6, 1, 9, 17, 3, 4, 6, 8, 16, 18 = 170 (16d20)

>>5573398
>Her secret room? [DC 15]
>Tawan’s rod? [DC 15]
>Tawan’s weakness? [DC 13]
>Fastest escape route? [DC 10]
>Execute
Secret Room and the Rod seem like very necessary pieces of information to gather. Tawan's weakness would be nice to know, fastest escape route is nice but not necessary. Ideally I'd like to take the speaking skull but I can't fit it in the action economy and I think knowing Tawan's weakness is more important. I really don't want to let her live after she just found out about us, and especially after hearing what we want from us asking about the key fragments. She's also probably just evil.
>>
>>5573440
Secret room 20, 19, 12, 12
Tawan’s rod 3, 16, 6, 1
Tawan’s weakness 9, 17, 3, 4
Fastest route 6, 8, 16, 18


【.. ugh. Fine. 4th floor. Polearm display room. There’s a switch behind the mannequin with the black and white tellerbarret. Press that and a section of the wall will open. You’ll see a shelf of dolls. There’s a latch on the top left. Open it and flick that switch. Rod is in the desk】

【His rod is in his office. It is a black fountain pen with a scratch at the top. The mark should be visible. It’s in the top shelf. Back of the room】

【He isn’t the toughest person out there nor the fastest. He also prefers to deflect things rather than dodge them】

Tawan’s stats
15 HP
2 initiative
10 hit
15 crit chance

Status effects are not affected by deflections

【Fastest route would probably be through the facility HQ teleporter. You’ll need to go there since the one in mage labs was deactivated from the HQ】

With the information obtained, Jeremiah beheads her with a glaive while the other deities hold her down.

A silvery liquid pours from her neck and her eyes linger on him for a few seconds before disintegrating.

As her body turns to dust, the footsteps get louder.

They still need those slug launchers.
>>
>>5573867
Coming from the stairs are three hunters, reptilians under Lily’s command that use flintlock carbines and wear advanced black suits more capable of resisting temperature changes.

They walked surprisingly quickly and nearly reached the room by the time the deities are about to leave. Stealth won’t do.

The wooden furniture were hurled at them, dazing them for long enough that the deities could accelerate and escape. Speed is armor.

The first floor consists of multiple rooms, each locked with a metal door. There’s four rooms in total. One for the firearms. One for the melee weapons. One for armor. And one for the vehicle and chassis weapons.

>[Speed] Rush the firearms room and leave through the front door (roll a 4d20+initiative vs DC 13 / 15 / 18, higher means a better slug launcher)
>[Surprise] Summon a quicksilver flood on the second floor (roll a 2d20 vs DC 10, reduces escape difficulty)
>[Violence] Blow up the other rooms with Owen and Cephei’s cannons (roll a 10d10 vs DC 60, heavily decreases escape difficulty if successful, heavily increases escape difficulty if fail)
>>
File: Spoiler Image (1.33 MB, 1321x1979)
1.33 MB
1.33 MB PNG
Here is the combat encounter picture if you chose other choices
>>
>>5573868
Hmm, could we still loot some of the armory if we go with surprise, or is the only looting opportunity in speed?
>>
>>5574025
You can loot in all of the options, but

For speed, you only focus on taking the slug launcher. You will have less options and can take fewer items.

For surprise you can loot the armory completely since the guards will be distracted.

For violence you can loot the armory completely because everyone is dead or injured.
>>
Rolled 19, 8 = 27 (2d20)

>>5573868
>[Surprise] Summon a quicksilver flood on the second floor (roll a 2d20 vs DC 10, reduces escape difficulty)
I'd like to get more loot than limited options for guns, and violence is much less likely to succeed
>>
>>5574049


19 vs 10

Clausewitz provides a well timed distraction by opening his palm and summoning a flood of quicksilver.

The silvery liquid devours the hallway and splash onto the first floor, but the flood is controlled in such a way that the stairway remains untouched, allowing the deities to remain hidden under it.

With the retreat of the reptilians to the stairs on the opposite side of the flooded one, the deities take this opportunity to gain access to the armories.

They naturally head for the firearms section first, in search of the slug launchers.

Most of the firearms are flintlocks, but a few wheellocks and snaphances do show up. Likely surplus from previous wars.

The slug launchers resemble flintlock muskets, although the barrels have multiple rings of engraved steel around it. The mechanism appears to be similar to a coilgun — each ring pulls the bullet forward in a sequence, accelerating it to the point that the speed surpasses of only using gunpowder alone.

Each slug launcher somewhat different from one another.

They decide to take.. (choose one type)

>Slug launcher ー carbine
A 1 meter gun that trades accuracy and power for handling. While they can penetrate structures, they excel against armored personnel due to the faster fire rate.
[DC against exoskeletons is much easier, DC against structure is much harder]

>Slug launcher ー full length
225 cm long, this is the normal size of slug launchers. Effective against exoskeletons and walls.
[DC against exoskeletons and structures are easier]

>Slug launcher ー great cylinder
Possessing the largest diameter of all the slug launchers, it is capable of penetrating structures and vehicles. A heavy thing that will knock down anyone in a single shot but is hard to transport and slow to aim.
[Speed DC is harder, DC against exoskeletons and structures are much easier]
>>
>>5575333

Once they take the slug launchers, they visit the melee weapons section.

Most of the polearms are designed to capture rather than kill, with mancatchers and push poles being prominently displayed while halberds and crow’s beaks remain in the back.

The swords are mostly one handed, with varying degrees of hand protection.

The deities can materialize weapons just fine, so they don’t need to take anything, but they could mimic some of their designs.

Jeremiah could memorize a…

>Cutting spear
Increases damage of his thrust attack (2d4 » 4d4)
>Pike
Jeremiah’s defensive options can be used on PCs of any rank.

The plates of the exoskeleton were too big for them, and the black suits aren’t really necessary for warm blooded people like the deities, but they could memorize them.

With some practice, they can briefly mimic..

>Exoskeleton
+2 to [violence] rolls
>Black suit
+1 to [stealth] and [speed] rolls
>>
>>5575333
>>5575334
vs exoskeletons is intuitive enough, just means enemies wearing this kind of armor, but structures? We haven't had to use our weapons against structures yet, so this gives me pause. My first instinct is to just take the carbines, but what if we need to blow up a structure to gain access to the HQ or to escape the facility? This uncertainty kind of makes me want to take full length just as a safe option. hmmm..

Now the for the armor, does the +2 to violence rolls apply during combat (like does it give +2 hit?) or is it just for encounter checks that involve violence?
>>
>>5575423
+2 is just for encounters that have the [violence] option

As for structures, that’s for checks.

For example, if you were to infiltrate the training center w/ slug launcher you would have

>[stealth]
>[speed]
>[violence]
>>[Use slug launcher]
>Use against wall
>Use against door
>>
>>5575440
Same goes for the black suits as well

good for the [stealth] and [speed] roll only
>>
>>5575440
I see, thank you. And just to be sure now that the rest seem to be for checks, is the "DC against exoskeletons" for checks as well? Like a violence check against enemies that happen to be wearing exoskeletons? Or is it combat buffs against enemies wearing exoskeletons?
>>
>>5575450
oh, the >exoskeleton option means +2 bonus to all violence DC

>exoskeleton
means the deities can briefly summon and wear an exoskeleton suit
>black suit
means the deities can briefly summon and wear a black suit
>>
>>5575455
I meant for the slug launchers. Would the carbine be more effective against exoskeleton enemies in combat or is that just for encounters?
>>
>>5575523
Both. You’ll get the stats of the slug launchers once you pick it up.

The carbine version can be fired without needing to reload after each shot but deal slightly less dmg while the full length and big cylinder one does
>>
>>5575334
>Slug launcher ー carbine
>Pike
>Exoskeleton
>>
>>5575585

They take the carbine version of the slug launchers. Short, capable of taking down exoskeletons, and quick to load.

Slug launcher carbine

Single target — 5d5 dmg
Deals 40 / 80 / 120% stun to PC if used continuously.

Jeremiah familiarizes himself with pikes when visiting the melee weapons armory, allowing him to defend the deities far from him.

The deities learn to briefly materialize the exoskeletons, allowing them to become more destructive.

With the weapons and skills they have acquired, they should be able to handle the more fortified buildings in this facility.

Their next destination is..
>Training center
Filled with small skirmishes and few people, this place is where Lily’s key is located.
>Facility HQ
A building with the largest presence of soldiers. This is where Tawan’s key, the teleporter, and the facility control panel are.

Leaving the armory was relatively easy due to Clausewitz showering the interior in quicksilver, leaving the Glairborn trapped as they slowly clear the toxic liquid out one room at a time.

Getting to that building proved more difficult. More gliders are returning to the armory now, and their lights are shining everywhere.

>[Speed] Steal a glider (roll a 4d20+initiative vs DC 15)
>[Deception] Misdirect the gliders (Jeremiah roll a 1d20+1 vs DC 12, reduces stealth DC in next building)
>[Violence] Blow up the rooftops (roll a 20d5 vs 60 / 80 DC, reduces speed and violence DC in next building)
>[Violence ー Slug launcher] Take out the gliders (Enter combat ー skip a skirmish in next building)
>>
*for the slug launcher option, you’ll enter combat with 2 gliders, but they will go last in initiative
>>
>>5576494
20d5? Was this meant as 5d20?
>>
>>5576515
20d5 is correct
The deities are destroying the rooftops

1 slug launcher = 5d5
4 people using the slug launchers = 20d5
>>
Rolled 3 + 1 (1d20 + 1)

>>5576494
>Facility HQ
Don't want to have to backtrack, Facility HQ is probably where we need to assemble the key pieces

>[Deception] Misdirect the gliders (Jeremiah roll a 1d20+1 vs DC 12, reduces stealth DC in next building)
20d5 is a lot of dice, and so will tend to the average very often, which would be around 50. Seems risky. Speed is ok but doesn't seem to really give any bonus.
>>
>>5576829


4 vs 12 [failure ー increases stealth DC]

The gliders aren’t fooled by the briefly conjured exoskeletons and shine their lights at the area around the prayer energy storage and facility HQ. The deities are quickly spotted by the bright beams of the gliders’ spotlight.

After a bright light is shined on them, several more followed.

Even when they accelerate, the spotlights remain on them. While the aircrafts were able to follow them, the volley guns weren’t particularly accurate, only kicking up dust and tearing apart dirt.

The hexagonal building stands in front of them. The lights are beginning to burn their skin. The volleys of gunfire has stopped.

Going through the front door will means they’ll face exoskeleton units and gunmen, but going through the roof means they’ll be more exposed to the gliders’ volley guns and spotlight.

The deities decide to..

>[Speed] summon metallic shields that redirect the beams into the front door and escape the ambush (Jeremiah roll a 1d20+initiative vs DC 17, failure results in combat)
>[Violence] go through the front door (Combat encounter ー enemies have reduced initiative)
>[Violence ー Slug launcher] blow up the walls to create a new entrance (roll a 5d5 vs DC 16, ignore ambush if successful, increases next speed DC if fail)
>[Stealth ー Slug launcher] shoot out the spotlights (Owen and Cephei roll a 1d20+hit vs DC 20, increases stealth and violence DC in facility HQ if fail)
>>
*for the [violence slug launcher] option, the deities blast their way upwards. If they fail, the [speed] option DC is increased because the gliders spot them
>>
Here’s a picture of the choices

Speed (carrot yellow redirect beam)
Violence (orange into door)
Violence slug launcher (bright yellow)
Stealth slug launcher (two orange arrows towards the glider)

The dark blue pen is Tawan’s key
>>
>>5576896
We would have +2 to the violence slug launcher option from exoskeletons right?
>>
>>5576961
Yes

also, I’m not sure if we could finish it in this thread. Maybe I could do a second one depending on how long a combat encounter will be.
>>
Rolled 2, 2, 5, 2, 5 + 2 = 18 (5d5 + 2)

>>5576896
>[Violence ー Slug launcher] blow up the walls to create a new entrance (roll a 5d5 vs DC 16, ignore ambush if successful, increases next speed DC if fail)

>>5576968
sounds good, maybe we could recruit new players in a new thread?
>>
>>5576972
Maybe. I’ll probably have to rework the combat mechanics somewhat in that case.
>>
>>5576972
18 vs 16

Aiming their carbine upwards, the deities fire at the roof of the first floor.

The slugs part the air and shatter the building’s interior. Rumble and clouds of dust are kicked up as the deafening gunshots linger in the ears of the Glairborn and deities.

With the soldiers on the first floor distracted, the deities accelerate into the building and slip away through the holes caused by the slug launchers. Due to the reduced speed and smaller diameter of the carbines, the uneven holes are barely big enough for the deities.

Fitting through one hole after another, they manage to evade the soldiers in the facility HQ for now.

..
They eventually arrive at the floor where Tawan’s office is.
No soldiers are here yet, but there’s countless traps that block the way.

They manage to skip a few traps due to entering from underneath instead of using the stairs, but there’s still a few that could be dangerous.

In front of them is a maze of wires and firearms.

Flintlock muskets are attached to the ceiling, rigged to fire if the wires are tripped.

An organ gun is place in front of the office, rigged to fire if the flintlock muskets’ mechanism are tampered with.

Behind the office’s door is a nock gun, designed to fire if the doorknob is turned.

>[stealth] summon quicksilver to douse the gunpowder (Clausewitz roll a 1d20+crit chance vs DC 14, failure results in higher speed DC)
>[speed] parkour (all deities roll a d20+dodge vs DC 15, failure in HP loss)
>[violence] Owen and Cephei shoot at the guns (guaranteed success — increases stealth DC and skirmish difficulty)
>[violence — slug launchers] CANNOT BE USED. SLUGS COULD BLOW UP THE OFFICE.

A few more choices and a thread is going to end. I’m not sure if we can add more players as deities honestly, we are nearing the end of the skirmish.
>>
Rolled 9 + 2 (1d20 + 2)

>>5577766
>[stealth] summon quicksilver to douse the gunpowder (Clausewitz roll a 1d20+crit chance vs DC 14, failure results in higher speed DC)
None of these options are good. Clausewitz only has 2 crit, no one but me has dodge, and increasing skirmish difficulty sounds really bad.
>>
File: Spoiler Image (302 KB, 834x1194)
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>>5578040


11 vs 14 [Next speed DC increased]

The process of dousing the gunpowder of each firearm with quicksilver while avoiding the wires took much longer than expected, allowing the soldiers in the HQ to relocate and roughly estimate where the deities are. An ambush is coming…

Clausewitz finally deactivates all the guns blocking the office, allowing the deities to enter it safely.

It is a relatively normal office with a desk and chairs in the middle, surrounded by dark brown shelves that cover most of the pale blue walls.

Fountain pens, brushes, chalk, and books are scattered across each shelf.

The desk itself has a dark brown color, with only a single piece of paper on it. Compared to the disorganized mess of the contents on the bookshelves, this seems deliberately placed.

A single note called ‘For the recently escaped deities’ is on the table…

I could not contact Lily and the hunters informed me that the armory was flooded with quicksilver. Considering your track record, she’s probably dead. A minor victory, I’ll give you that. We can always recover from such mistakes. One, two days, maybe, until she gets resurrected. The key is still inside my office. The key is on the top of the bookshelf at the back. Black fountain pen with a scratch at the bottom. Pull the cap out and you can take the rod out. You’ve earned this one. No matter what you do, you’ll still need to come to us. If you want to shut down the facility or activate the teleporters, the control panels are in the underground floors.

There’s nothing of use in here besides the rod.

The deities decide to open up the..

>black fountain pen with a scratch at the bottom
>black fountain pen with a scratch at the top

Two more choices and I’ll wrap up the thread. Thanks for playing. Already archived it
>>
>>5579023
Differing instructions huh? So it's a question of do we believe Lily that we had under our control, or do we believe this note from an Overseer that knows who we are and why we are here. Well surely if we open up the wrong one, we would see that there isn't a key/rod inside right? Or we could open both to make sure it isn't missed by a decoy. Anyways, I think I trust Lily more here.

>black fountain pen with a scratch at the top

Thanks for running! Sorry about the spooky ghosts. Skirmishes are too limited these days, and I appreciate when someone puts as much effort into making them as you have.
>>
>>5579169
The deities decide to listen to Lily’s words instead, choosing to open the cap of the fountain pen with a scratch on the top.

The cap pops open..

There is no rod.
Only a curled up piece of paper.

Did I waste your time?

You’ll need to take the rod from me. You overcame many things. Let’s see if you’re good enough to survive the underground floors. You can keep running away, of course, but the facility is inside a mountain. We know the layout more than you.
>>
>>5579903
They decide to open the pen with the scratch at the bottom instead.

.. It was significantly harder to pull the cap off. Seems like he glued the cap to the pen.

A curled up piece of paper is inside the pen.

Come on, did you think it was that easy? Don’t worry, I wasn’t lying when I said the rod is in one of the fountain pens in this office. Good luck.

It only took a minute to read his messages. Barely any time was wasted.

Tawan’s knowledge has some gaps in them ー although he correctly deduces Lily’s death, he hasn’t accounted for the deities interrogating her for information. While his portion of the facility shut down key is kept in the heavily fortified basement of the HQ, Lily’s might still be in that secret room in the Training Center.
>>
>>5579904
Going anywhere could prove difficult as the sounds of wind becomes stronger. Even through the walls, they can still hear that WHRRRRRRRRRRR sound.

That slightly high pitched sound is coming from the gliders’ tubes at the back, releasing jets of wind that allows the aircraft to change directions and speed. Either they’re getting much closer than usual to drop off more troops, or they’re trying to monitor the windows more closely.

By now, the soldiers from the lower floors have either set up ambushes or advancing on their position.

They’ll have to choose which problem to focus on ー the air support around the building, or the soldiers in the building.

Even the fight with only 3 Glairborn guards nearly killed them. A continuous fight against 20, or 30 men would normally be impossible for them to win.

Luckily, the jury rigged traps in this floor could help turn the tide. Clausewitz and Jeremiah can spend some time to materialize fresh powder to replace the doused gunpowder, while Owen and Cephei can summon more guns. With this amount of firepower, they could destroy more than a few aircrafts or force the room clearing Glairborn in a war of attrition.

.. or maybe they don’t even need to fight, at all.

The guns are pointed at..

>Gliders around the HQ (reduces stealth and speed DC)
Taking out the gliders will mean less light sources. Without the aircrafts, they will also have slower transportation of troops and supplies.

Air superiority neutralized.

>Soldiers moving towards their position (reduces violence DC and skirmish difficulty)
Taking out the soldiers will mean less enemies to deal with when they eventually get into a fight.

A war of attrition.

>The floor (heavily reduces speed DC, heavily increases stealth and violence DC, increases skirmish difficulty)
Tawan probably doesn’t expect the deities to blast through the entire building. They’ll reach the underground floors quick, but they’ll leave themselves exposed.

Hit and run.

>The walls next to the training center (leave the HQ, enter the training center)
Going to the training center means he’ll be forced to split his forces, reducing the security of this building, or, wait for the reinforcements to support the training center, which might not arrive fast enough.

The only winning move is not to play.
>>
>>5579905
>Gliders around the HQ (reduces stealth and speed DC)
We can't leave here yet without verifying if the rod is actually here or not. If it is here and we leave for the training center, we just lost a lot of time. Taking out the gliders will do well for preventing them from chasing us and tracking us further.
>>
>>5580073
They can’t leave.
They’ve come this far, and they’re not leaving without another rod.

The guns are moved closer to the windows and pointed upwards, aiming towards the gliders that fly around the building.

Four gliders. One on each side.

..

The moment arrives.
As the spotlights sweep past the windows of the floors beneath them, the deities ignite the organ guns and cannons.

Deafening booms echoes in the building as the gliders are perforated by shot of varying diameters.

The gliders do not suddenly fall, but merely linger in the air. Their guns and spotlights fall still.

A retaliatory volley quickly finds their way near the deities. Gunmen on the training center’s rooftops, most likely. They miss, but caused the deities to move away from the windows and cover them up.

With the removal of the gliders, they don’t need to worry about the spotlights, allowing them to evade soldiers easier.

..

…..

They still have a long way to go. If Tawan was truly honest about the whereabout of his rod, they’ll have to go the heavily guarded underground floors of the facility HQ.

Before that, they’ll have to deal with the Glairborn soldiers that will soon arrive to their floor.

>[stealth] Burrow their way downwards (Clausewtiz roll a 1d20+crit vs DC 12)
Clausewitz can control water to cut their way down, avoiding the soldiers.

>[speed] Accelerate past them (All deities roll 1d20+initiative vs DC 50)
Gunpowder tools, debris, and traps will be used to disorient the soldiers, letting the deities to run past them.

>[violence] Battle of annihilation (Roll a 1d2, 1 means failure)
Reloading all the guns could take a lot of time, but if they are fast enough, this could wipe out most of the soldiers coming for them.

>[violence ー slug launchers] Hold the stairs (Deities with frail body type roll 1d10, deities with strong body type roll a 1d15 vs HP loss, DC 8)
The stairs will act as a decent chokepoint. Fighting from this position should mitigate their superior numbers and firepower.

If they fail, they’ll surely be captured due to the sheer amount of soldiers, but if they are successful in dealing with them, they’ll be able to get to the underground floors.

No matter the method, this obstacle will push the deities to the limit.

This is the last choice.
>>
Rolled 12, 3, 9, 13 = 37 (4d20)

>>5580974
>[speed] Accelerate past them (All deities roll 1d20+initiative vs DC 50)
>>
>>5580987
whew, barely
>>
>>5580987
12+5 = 17
3+5 = 8
9+2 = 11
13+1 = 14

50 vs 50

Barely passed.

For the second thread, I think I’ll lean harder on gameplay, but make the combat faster / simpler.
>>
>>5581003
50 vs 50

All components of the guns are disassembled. The shattered windows are reshaped and grounded up. The office’s pens and paper become vessels for copious amounts of gunpowder.

They have created strings of explosives that will shoot out wood, metal, and glass fragments. A devastating tool.

The deities lean against the walls and floor to listen for the vibrations of the Glairborn soldiers’ footsteps.

..


Once it is clear they are close enough, they throw a small string of improvised explosives down the stairs. The retreating footsteps are followed by the crackle of firecrackers and a shower of lethal fragments.

Their feet push against the walls, accelerating past the first wave of Glairborn soldiers.

They slide under and vault over the larger, armored units while leaving behind a trail of firecrackers.

Cinder and ash follow their trail, blinding a few and causing most of hide behind cover.

Running down the stairs, they accidentally ram themselves into a few armored units that were holding their shields in front of them, knocking them back but severely disrupting the deities’ speed.

As their pistols are about to be pointed at them, they are slapped away and the deities regain their momentum by hopping over their shields to move past the armored Glairborn.

More troops.

Jeremiah remembers Lily’s usage of her mouth to summon weapons.

Sliding under the soldiers, he conjures a stream of mancatchers that latch onto the legs of the unarmored Glairborn, knocking them down and allowing the deities to move past yet another floor.
>>
>>5581497
While heading down another set of stairs, they are shot at by the gunmen on the training centers’ rooftops, halting their movement.

They are barely visible aside from the occasional muzzle flash, and send bursts that miss them by a few inches while shooting through walls — without a shadow of a doubt, these hunters are one of the best shooters they’ve come across.

Owen and Cephei return fire through the bullet holes, but they were rather ineffective at stopping the volleys from getting closer to them.

Jeremiah stuffs the rest of his firecrackers near the holes, feigning muzzle flashes.

Clausewitz extends his hand, summoning translucent arms that latches onto the other deities and grasp the stairs.

Once the deities are secured, the arms which grab the floor pushes against it, flinging the deities forward, moving faster than the hunters could predict.

Only the ground floor remains.

A glimpse reveals least 20 soldiers are watching the hallway, pointing their guns at the stairs after hearing the sounds of firecrackers and gunshots from upstairs.

Cephei and Owen first distract the soldiers by throwing the last firecrackers they have, causing them to flinch and fire a few shots prematurely.

Jeremiah summons a volley of his javelins, blocking the line of sight temporarily, giving Clausewitz enough time to cover the floor with a cold mist, making the soldiers shiver and miss.

With the chaos they’ve created, they manage to buy themselves enough time to accelerate past the soldiers and reach the stairs leading to the underground floors.

They were deafened, somewhat disoriented, exhausted, and bruised by all the movements they’ve done.

Against all odds, they survived wave after wave of soldiers sent to kill them.
>>
>>5581500
The door is opened and quickly shut behind them.

Only darkness remains, and the only sounds accompanying them are their exhausted breathing and rapid heart rate.

They’ve done it. They’re one step closer to ending this nightmare.

Only two more rods, and a control panel stands in between them and freedom.

In the abyssal basement, they might discover even more of the major deities’ darkest secrets…

But then again, If the major deities are willing to do anything to get their way, they’ll do the same.

No price is too high for freedom.

https://youtu.be/gFQwn6M1RMc

thread concluded. The second thread will come up in a couple of days. I’ll talk about it on /qtg/. Thanks for playing!
>>
>>5581507
Thanks for running!
>>
Before this thread gets archived heres some behind the scene notes

The facility’s name is heavily inspired by Xinjiang internment camps

As for the Glairborn themselves, I chose reptilians due to their cold blooded nature, making the thermal stones more valuable (and useful) to them while inside a mountain.

The tone is inspired by Dishonored, and its also why the Glairborn use wheellock pistols.

The symbols lighting up when using spells is also inspired by the Outsider’s mark.

also a justification for crotch tattoos

As for the overseers (their names are taken from Dishonored as well, being supervisors that ensure the correct ‘religion’ is being followed)

Tawan’s outfit is heavily inspired by this fanart of the main protagonist of darkest dungeon. I chose it because he is the most distant of all the overseers, planned to be encountered near the end of the thread.

Simon’s hat is inspired by ww2 japanese hat with earflaps

Lily’s helmet is inspired by a drawing of Athena I saw a while ago. Forgot where I found it, but I figured the more militaristic helmets suits her.

Lily’s hunters were inspired by 95th regiment of foot, and that is why they carry rifled carbines.



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